Procedural Dungeon Generation

For this project, I originally created a Unity Scene that procedurally generates dungeons using the Wave Function Collapse (WFC) algorithm. To expand the project, I modified the program so that it generates smaller chunks of the map simultaneously using threads and eventually joins the map by adding borders to each chunk. This results in a much faster generation for large maps compared to the original code. Additionally, I added playability so that the player can move a character on screen, break blocks and collect items on the map.

GitHub

Skills used:

  • Unity (C#)

  • Procedural Content Generation (Wave Function Collapse)

Threaded WFC

Original WFC Generation

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2D Platformer Level Design

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Procedural Terrain Generation