Initial Procedural Map Generator Test - UE4

Опубликовано: 27 Январь 2025
на канале: Anthony Russello
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First test of a procedural map generator I started working on a couple of days ago to challenge myself in making a fully playable game sans artwork in a weeks time. Currently a couple days in, map randomizes elements from an initial seed during creation, creates grid, assigns roads, for each cell select from a library of pieces and assemble, and from each library piece select from another library and assemble. Right now it's pretty limited with one-two options to choose from, so the variation should increase with more time spent on making new pieces to add to the lists.

Map also identifies which cells have a road that goes onto the edge of the map, and selects one possibility to place the player's spawn point. Now to move onto marking enemies spawn points, adding team-based AI, and assign an objective for the player to beat the current level. (simplest/first being to clear area of all enemies)

Currently using UE4's forward renderer in order to use MSAA for sharper edge and texture rendering without any ghosting artifacts that occur from differed, since art direction will probably move onto a clean style vs heavily textured + camera distance is further away (albiet while losing screen-space rendering techniques in the process).