Im attempting to create a procedural dungeon generation system that generates the rooms at runtime in a radius around the player. As the player moves away from previous rooms said rooms unload. This is in an attempt to not have a gigant map file and also make every experiance unique.
The picture provided shows a demonstration on what it would be like. As the pint player moves the green part of the map on the left moves out of the radious and gets deleted.
What im really asking is not how to calculate the procedural generation in and of it self and rather how to best approach the map creation. Should i have one central mesh that i modify or should i rather have many small meshes that get stitched together?