Iterative Level Generation 2


In the final version of the project(for now) 3d was implemented by storing the height of the last level and making the next room’s height within a small jumpable tolerance.

I also made a few low poly standin meshes for blocks to be iterated, but this is not workable for a realtime level.  Either blocks need to be combined to achieve lower draw calls or more likely a pool of larger meshes will need to be instantiated based on wall size.  Something to work on the the future, but the algorithm is working now to produce a semi playable level.





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