Late, but I got constraint-based chunks generating and connecting properly in Unreal for #procjam! And perf doesn't seem bad so far, with ~100 chunks of 10x10 tiles each.
My #procjam attempt at constraint-based tilemap generation in Unreal... just might work? Here's one chunk, with collision + pathing - now to try adding more!
#procjam progress on a visual tileset editor for my procedural WFC-like terrain generator, GroundCollapse
Working on a dream-logic roguelike for #7DRL - 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)
Some very parallel grid-like tunnels, opening into a larger cavern.
Some almost circuit-like tunnels...
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 https://gitlab.com/NPC-Dev/groundcollapse)
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: https://gitlab.com/NPC-Dev/groundcollapse
Professional game programmer turned Ph.D. student at Northeastern. Game AI, PCG. I want to help you make a stranger future.
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