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.