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What do you want to achieve? I currently want to create a randomly generated Cave Path, kinda like the image below. It starts with a starting room, it generates a ending room randomly, connects it with a main path, then it starts tapering off dead ends.
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What is the issue? I can think of a few ways to do this, but I’m not very confident on it. What should I research or look into to get something like this done? I also want this to be fully procedural. Of course I’m not asking for a script.
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What solutions have you tried so far? I first tried to use perlin worms like the image below to create 3D cave systems, but it’s much more like Minecraft’s than an actual cave path.
I also tried using nodes like seen in unity procedural terrain, but I dislike how straight they are.
What gameplay does this generation need to serve? does there have to be room to place things like monsters or loot? Do you want paths with no loops?
The caves are dungeons that randomly spawn mobs on the ground, and ores on the cave walls.
I just need the idea for the cave generation since the rest is fairly easy.
I would recommend generating a high level model of the cave first, then gradually breaking each element into smaller parts that are closer to being generated. The top level could be a graph of room types and elevations. They could be connected by “lines” which gradually get broken into more complex paths, and eventually turned into simple shapes that cut out voxels around them to create the actual geometry.
You might like to play with this sampling module to get good looking distributions:
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