▲ 208 r/proceduralgeneration
Seamless Procedural Dungeon Generator
I've been working on a procedural dungeon generator in Unity 6 that seamlessly connects multiple themed areas into one continuous world map. Level layout inspired by Dark Souls, Binding of Isaac, and Zelda. Techniques include Delaunay triangulation, A* pathfinding, a Drunkard's Walk algorithm, and a custom blueprint parsing system. Currently have only two areas, the castle and mines, but I plan on adding many more soon.
Future Plans: Next I'm planning terrain generation, chunk streaming/rendering, and a 3D map.
Any advice on what techniques I should use to to accomplish the terrain generation would be much appreciated. Considering looking into wave function collapse and layered noise but still open to ideas.
u/dev-rygy — 4 days ago