So i read a lot about the procedural content generation. I’m not sure if i quite understand everything, but i guess i have some very basic knowledge now. Creating mesh, using tile, and apllying uv…
I want to generate procedurally a big world/ level in 2d(cave, forest, hill, mountain, water… whatever). Each time we start a new game, the world changes. I don’t think i’ll need destructible terrain.
But i was wondering if it’s possible to use the new sprite system (including the new 2d physics engine) to create random procedrual levels the same way we use tiles ? And how to proceed ?
I have to say i’m learning to code all by myself. I want to improve myself and when it touches to mathematical function it’s very blurry in my mind and hard to understand. So any kind of help and guidance are welcome.
Yes it is possible of course, although I’m not sure what you mean by “the same way we use tiles”.
You’re question is probably too broad to answer specifically, but vaguely speaking, if you want to procedurally generate content, Instantiating prefabs, 2D or 3D, would be the way to go as far as I see it.
I had the same question few weeks ago before starting a game and decided to go with non-dynamic levels. But here’s a good article I read which I thought was very helpful:
@FamerJoe What i meant by “the same way we use tiles” is : with tiles we have only one big mesh and several polygons. So i guess my question is with sprites is it possible to do that ? Or again is instantiating sprite (and having several and several little sprite like 32*32) an issue or not (with performances) ? Maybe i can use bigger sprite which represent bigger part of the decor but then on what algorithm do i start with ? ( perlin noise, cellular automata… )
i clearly don’t really know where to start, i’m overwhelmed by all kinds of informations and i’m getting more and more lost everytime !
@dilmer Thank you for the article going to read it. It seems pretty interesting.