Procedural generation and pathfinding

Ever since reading this article about procedural generation a while back I'd been keen to try doing something with it in unity.

The system is extremely simple: Create a bunch of room pieces with connection points, randomly iterate through room pieces with different orientations to try to snap them to each connection point.

"Start with nothing" seemed like a good enough theme to apply it to.

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It got a lot more complex once I added a pathfinding system that needs to update while the player moves around. I ended up finding a sweetspot between the total pathfinding grid size and the frequency of updates, though its still a bit buggy unfortunately.

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You can play the final game here. I'd appreciate any feedback!