Terrain generation for Goldf

I got the bare basics of a cave generation working for Goldf, a subterranean gold nugget golfing game! Here's a quick writeup of the method I came up with to produce caves like the one above.
First for the terrain I needed a bunch of simple mesh objects to represent chunks of terrain. Each mesh contains a few objects: the wall itself (basically a flat polygon), an extruded shadow mesh (for a fake LOS effect) and a collider. I a bunch of these meshes procedurally in SideFX Houdini by splitting a plane into pieces with voronoi fracture: https://youtu.be/Gk-euaYNQMA
This produces convex shapes that are very kind for realtime collisions which is somewhat important here since I want to be sloppy with the wall placements with a lot of overlapping and unoptimal "useless" geometry.
For generating a level a first scatter a bunch of these objects into the scene (with loads of overlapping objects) and then I trace a path through it somewhat randomly and delete objects around the path.
You can see the system in action here:
https://youtu.be/TA6PrO02CiQ
Next I'll probably have to implement a proper character controller since, as you can see from the video, I can right now only pretend to be playing the game by moving the "player" manually with a mouse. :smile: