Generating mazes similar to Wolfenstein 3D in Unity with a simple C# script. This allows the generation of both actual mazes as well as more general maps with small or large rooms depending on a single parameter.
The Diffusion Aggregation algorithm is a versatile and simple to implement algorithm which can be used for both generation of long winding maps with lots of corridors and subdiving or partitioning a grid into different sections. This algorithm can serve as an alternative to other algorithms, such as Drunkard or Random Walk for map generation, or Voronoi Diagrams for partitioning a grid.
Using the Random Walk / Drunkard Walk to generate interesting 2D maps in Unity. The algorithm is well-suited for natural and chaotic looking formations such as caves and guarantees the generated map is fully connected.
Introducing Mermaid for Diagram visualisation. Handles flow charts, Gantt charts, class diagrams... Visualising the flow of a procedurally generated story.
Experiments in procedurally generating the main skeleton of a story using Prolog.
Ensure that a sequence of randomly generated numbers stays the same
First part on how to generate a map like the GC version of Animal Crossing. Creating a high ground / low ground mask.
Sharing a JSON file with the name of shrines and trials from Breath of the Wild on Github.
How to save a generated 2D array of floats of Vector3 into a texture file for later use in a shader or a material
Creating a Scriptable Object definition for pools of game objects to be drawn. Useful when creating environments.
Combining distributions (Normal, Gamma, Uniform...) to fake real-world height data and sampling them using Perlin or Simplex Noise.
Explaining several ways to check if a directed or undirected graph is fully connected, meaning there are no isolated nodes or subraphs in the set of nodes being studied.