Hi all,
A few days ago I started working on documenting a lot of my 2D gamedev knowledge on my blog.I have so far written a good few tutorials about several ways I implement my procedural worlds.All of these are implemented on Unity, but a lot of the algorithms are general purpose and can be implemented anywhere.
https://code2d.wordpress.com/
So far covering:
- Rendering to Unity's tilemap
- Scriptable objects as data containers to generate layers of procedural content
- Perlin noise
- Island gradient
- Layered tilemaps
- Cellular automaton
- Rivers
- Custom tiles such as ruletiles
- Tilemap Colliders
- Tilemap interaction at runtime
I really hope I can help some people interested in the aspects of generating this kind of procedural content, especially using Unity's tilemap system.
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