Late, but I got constraint-based chunks generating and connecting properly in Unreal for ! And perf doesn't seem bad so far, with ~100 chunks of 10x10 tiles each.

My attempt at constraint-based tilemap generation in Unreal... just might work? Here's one chunk, with collision + pathing - now to try adding more!

Finally making some progress on usability for my constraint-based tileset editor/map generator GroundCollapse: general settings UI, more performant tile navigation + go-to-tile by name or #.

you ever just get unreasonably excited about the command pattern and events? no? just me?

in related news, my tileset editor for procjam now has undo/redo

progress on a visual tileset editor for my procedural WFC-like terrain generator, GroundCollapse

Progress update on my dream-logic roguelike: nightmares are officially scary now, and will chase you. But you can respond with bigger, badder dream manipulation!

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Today for my dream-logic roguelike, I implemented a first pass of "lucid dreaming" -- destroy and re-imagine part of the dream on command!

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Today's progress on my dream-logic roguelike: nightmares appear in the dream. You can attack them, and they will retaliate!

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Working on a dream-logic roguelike for - when you leave a place and come back, it may not be what you remember...

A (test) text representation of a procedurally generated train car. It has a water spigot (s), obstacles (#), machines (m), and plants (p)

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Here's a few more cool patterns.

The parameters to get output like this are:

--tileset=tilesets/calciumtrice-outdoor/larger-tileset-purple.json --failureMillis=5000 --size=15 --optimizationMillis=5000 --optimizationScreens=0

(Requires latest code from

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Expanding the demo tileset for GroundCollapse, my constraint-driven procgen tool. It can create some very strange patterns when generating larger chunks!

In the demo, you can move through an infinite landscape, and the constraint solver guarantees that every tile will fit with its surroundings.

But if you return to where you were, you may find that the landscape is not how you remember it.

The tool could be very flexible. You can add constraints and optimization rules, change tilesets, different visualizations, etc. Code:

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For - work-in-progress generated terrain, using constraint solving inspired by Wave Function Collapse, for

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