{"author_link":"\/users\/josh-bothun","author_name":"Josh Bothun","author_uid":"josh-bothun","comments":[],"epoch":1570407338,"event":"LD45","format":"md","ldjam_node_id":171800,"likes":15,"metadata":{"p_key":"135599","p_author":"Josh Bothun","p_authorkey":"1027741","p_urlkey":"351858","p_title":"Procedural generation and pathfinding","p_cat":"LDJam ","p_event":"LD45","p_time":"1570407338","p_likes":"15","p_comments":"0","p_status":"WAYBACK","us_key":"1027741","us_name":"Josh Bothun","us_username":"josh-bothun","event_start":"1570147200","event_key":"78","event_name":"Ludum Dare 45"},"node":{"_collation":{"body_sanitizer":"TextUtils::SanitizeHTML via existing importer","event":"LD45","removed_author":false},"_superparent":159347,"_trust":3,"author":27741,"body":"Ever since reading [this article about procedural generation](https:\/\/gamedevelopment.tutsplus.com\/tutorials\/bake-your-own-3d-dungeons-with-procedural-recipes--gamedev-14360) a while back I'd been keen to try doing something with it in unity.\n\nThe 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.\n\n\"Start with nothing\" seemed like a good enough theme to apply it to.\n\n![YdaTivXCNq.gif](\/\/\/raw\/d5c\/6\/z\/26add.gif)\n\nIt 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.\n\n![5I3AKqSMve.gif](\/\/\/raw\/d5c\/6\/z\/26ae5.gif)\n\nYou can [play the final game here](https:\/\/ldjam.com\/events\/ludum-dare\/45\/endless-campground).  I'd appreciate any feedback!","comments":0,"created":"2019-10-07T00:05:00Z","files":[],"files-timestamp":0,"id":171800,"love":15,"love-timestamp":"2019-10-07T08:09:14Z","meta":[],"modified":"2019-10-07T08:09:14Z","name":"Procedural generation and pathfinding","node-timestamp":"2019-10-07T00:15:38Z","parent":165524,"parents":[1,5,9,159347,165524],"path":"\/events\/ludum-dare\/45\/endless-campground\/procedural-generation-and-pathfinding","published":"2019-10-07T00:15:38Z","scope":"public","slug":"procedural-generation-and-pathfinding","subsubtype":"","subtype":"","type":"post","version":504980},"node_metadata":{"n_key":"171800","n_urlkey":"351858","n_parent":"165524","n_path":"\/events\/ludum-dare\/45\/endless-campground\/procedural-generation-and-pathfinding","n_slug":"procedural-generation-and-pathfi","n_type":"post","n_subtype":"","n_subsubtype":"","n_author":"27741","n_created":"1570406700","n_modified":"1570435754","n_version":"504980","n_status":"WAYBACK"},"source_url":"https:\/\/ldjam.com\/events\/ludum-dare\/45\/endless-campground\/procedural-generation-and-pathfinding","text":"Ever since reading [this article about procedural generation](https:\/\/gamedevelopment.tutsplus.com\/tutorials\/bake-your-own-3d-dungeons-with-procedural-recipes--gamedev-14360) a while back I'd been keen to try doing something with it in unity.\n\nThe 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.\n\n\"Start with nothing\" seemed like a good enough theme to apply it to.\n\n![YdaTivXCNq.gif](\/\/\/raw\/d5c\/6\/z\/26add.gif)\n\nIt 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.\n\n![5I3AKqSMve.gif](\/\/\/raw\/d5c\/6\/z\/26ae5.gif)\n\nYou can [play the final game here](https:\/\/ldjam.com\/events\/ludum-dare\/45\/endless-campground).  I'd appreciate any feedback!","title":"Procedural generation and pathfinding","wayback_source":[]}