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Some other potential methods might include:
- procedurally generating syllables from sets of syllable beginnings, middles, and endings
- randomly generating text made up of syllables (either real …
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The level layouts should be randomized, and include #5 and #6 randomization.
This can be accomplished by using prefab levels or prefab rooms. Working prototypes for each are available on my branch…
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https://www.archmagerises.com/news/2021/6/12/how-to-procedurally-generate-and-decorate-3d-dungeon-rooms-in-unity-c
There's a lot more links like above, somewhere else...
Table V. F.: Chamber or …
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Below is a list of AI model disciplines that will be useful tools in the graphics editing process. Feel free to comment with ideas for more items missing from this list.
- Upscaling
- Image genera…
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Hi, im currently at the last episode, and i got this error everytime im messing around with texture layers. any solution?
This is the error that i got:
NullReferenceException
UnityEngine.Texture.…
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Currently the procedural generation is done by using a single Perlin plane. I call this perlin plane seaLevel because if you change the number '2' at the end of Line 50 in Engine.js seen below
https:…
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Being able to add objects from a library into a generated world with manually assignable positions, starting velocities, rotations, etc. Potential extra features include generating non-rectangular roo…
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When you click a building with people inside, they currently appear, but their arrangement is a bit silly (and sometimes leaks outside the building). It'd be fun to improve this, and it's pretty self-…
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We need a different approach to generating the height map, since a single texture can't be more than 16x16k pixels.
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First off, wanted to thank you for getting the original [Procedural City Generation](https://github.com/josauder/procedural_city_generation) program to run! It looked super promising but I didn't mana…