Procedural Caves Generator
About
Test with the editor my procedural generation algorithm, made in C# in Unity.
The original game that uses it is Deep Beneath.
Algorithm process:
- Random positions in 2D hexagon grid.
- 3D Hexagonal Caves instantiation, walls cutting.
- Graph creation based on hexs (nodes).
- Edges creation (tunnels) based on walls normals and checking intersections.
- Breadth First Search to check if the level is explorable.
- Tunnels instantiation according to edges.
- Props instantiation.
- Rocks instantiation using Poisson-Disc Sampling algorithm.
- Falling Path creation (slightly different algorithm).
3D assets by Pol Blanes & Adrià Fret.