I read somewhere that it is possible to do a procedural generated hallway via a walk feature/animation. I am not 100% how to do so. I need the system to not make any dead ends, but could be on multiple levels like “floor” and “basement” level.
I have tried to look it up at both Google and Youtube but without luck.
I hope someone in here can help me, leading me in the right direction.
Can anyone recommend an easy to use seedable c# hash function that can reliably generate reproducible random number sequences based on 1 to 3 input parameters. E.g. I’d want to be able to create a separate number generator for spawning buildings that I can seed with a number and then ask it “what random number belongs to position X/Z:200/500?”, and that number should always be the same, no matter how many other numbers I’ve polled from that generator before. The reason I need that is that I want to store levels as lowres textures and pixels of special color values will be spawn-points for prefabs that get instantiated out of a list, and I might have defined e.g. 15 different points in a level, but only want to spawn between 7 to 13 of them, based on difficulty settings, and I’d want those that are spawned always to be the same that spawn in that position. And I’d want there to be separate RNG instances that I can create so that the prefabs that are semi-randomized themselves don’t affect the sequence that selects the prefabs on the macro scale.