#Procedurally Generated Map at run time.

5 messages · Page 1 of 1 (latest)

silent dust
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Procedurally Generated Map at run time.

wicked lily
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Object pools

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Spawn in different objects based on a neat random algorithm with some constraints

dark knot
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Check out how XCOM2 did their procedurally generated maps, it's in Unreal Engine 3/UDK - basically it was a series of templates fitting different parts together, it might be a great way to start to keep the scope size reasonable and results predictable but varied.

limber lichen
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Don't believe Nav will work for a procedurally generated map, could still be feasible for pvp maps however.