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


