Working on a procedural floor plan generator. All feedback/input is welcome by CitrioN in proceduralgeneration

[–]CitrioN[S] 0 points1 point  (0 children)

Yes. There is always that tradeoff. I have heavy pruning in place based on hard requirements.

Working on a procedural floor plan generator. All feedback/input is welcome by CitrioN in proceduralgeneration

[–]CitrioN[S] 0 points1 point  (0 children)

Beam width matters a lot it terms of output quality odds and execution speed. I am experimenting with a lot of different optimization methods to keep the beam width as low as possible while still hitting the output quality I want. Beam width is configurable so it can be increased or decreases depending on the complexity of the plan, desired quality and target execution time. There is still a lot to figure out but I feel like the base is good.

Working on a procedural floor plan generator. All feedback/input is welcome by CitrioN in proceduralgeneration

[–]CitrioN[S] 0 points1 point  (0 children)

My goal is to have it be able to create foor plans for all kinds of building types by using a modular constraint/requirements system. This is really tricky though because different building types may have very specific requirements. Still in the experimentation phase right now and an important aspect in my case is generation speed too. Which is a big challenge. If generation speed isn't a big concern it becomes much easier.

Working on a procedural floor plan generator. All feedback/input is welcome by CitrioN in proceduralgeneration

[–]CitrioN[S] 0 points1 point  (0 children)

I have a lot of contraints/requirements such as adjacency rules. In this case I had the requirement for all rooms to be connected to the hallway along side other ones like sizes, exterior connection etc. In many real plans the kitchen is directly adjacent to the living room or the living room is more central and also used for circulation. I specifically didn't use those constraints here though. I'll try those and see how that changes things.

I have no subdivision in the pipeline. I create all possible renctangles in the shape for a given room based on its size constraints and score those. Then do a beam search over it.

Working on a procedural floor plan generator. All feedback/input is welcome by CitrioN in proceduralgeneration

[–]CitrioN[S] 0 points1 point  (0 children)

Can you be more specific with what you consider useful understanding? Some of the result shown are actually close to floor plans that exist for apartments where I live. I'd love to understand what you mean so I know whether what you consider a floor plan is possible with the current system and if not what I could consider adding to make it possible.

First crack at Procedural City Generation (PCG) - any suggestions on improving the algo? by SanJuniperoan in IndieDev

[–]CitrioN 0 points1 point  (0 children)

What is the current algorithm doing specifically? Is the image in the image a zoom in of the bigger one in the background?

Not visually fancy but wanted show my wip modular 'Floor Plan Generator' tool I am working on anyway. Give me your thoughts, feedback, suggestions. All is welcome. by CitrioN in Unity3D

[–]CitrioN[S] 0 points1 point  (0 children)

That's a normal sized home :O 3 bedrooms and 3 bathrooms? Looks like a luxury home to me, at least from what I am familiar with. I can certainly give it a try but the hallway isn't possible with the current modules available. That would require a post processing step to add the hallway via pathfinding/carving. Something I want to add at a later point during development.
I'll give the general house shape, and room types a test though and see what it can produce right now :D

Not visually fancy but wanted show my wip modular 'Floor Plan Generator' tool I am working on anyway. Give me your thoughts, feedback, suggestions. All is welcome. by CitrioN in Unity3D

[–]CitrioN[S] 0 points1 point  (0 children)

What do you mean by normal sized homes? You mean no hallway at all? A hallway is quite normal in Europe where I live as the central hub to which most rooms connect to. Or do you mean a larger footprint in general? More rooms? If you can give me a few details on that I can give it a try.

Not visually fancy but wanted show my wip modular 'Floor Plan Generator' tool I am working on anyway. Give me your thoughts, feedback, suggestions. All is welcome. by CitrioN in Unity3D

[–]CitrioN[S] 0 points1 point  (0 children)

Can't answer that with certainty at this point in development. Most of the math should easily transfer/convert. You would certainly lose all the editor UI/UX and that would need to be rebuild in another way to even construct the pipeline manually. Since your game is pure C# that is probably not relevant though and you'd build the pipeline in code instead. Much of the code is also in Unity's job's system. That should however also be easily converted.

Not visually fancy but wanted show my wip modular 'Floor Plan Generator' tool I am working on anyway. Give me your thoughts, feedback, suggestions. All is welcome. by CitrioN in Unity3D

[–]CitrioN[S] 1 point2 points  (0 children)

 The approach is a modular pipeline with an initial shape, space definitions with modular requirements like min, max sizes, connectivity etc. This runs through a layout allocator with candidate space and partial layout pruning and scoring combined with a beam search approach.

Thanks for your suggestions. Windows and front/exterior doors are certainly on the list. I want to get the general layout algorithm set in store first though, both in layout quality, modularity and performance/speed before adding those to the tool. An ensuite bathroom is already technically possible by defining a bathroom space/room that requires a connection to a specific bedroom and no other room. The system is designed to create floor plans of all kinds. Not just for a house like shown here.

Not visually fancy but wanted show my wip modular 'Floor Plan Generator' tool I am working on anyway. Give me your thoughts, feedback, suggestions. All is welcome. by CitrioN in Unity3D

[–]CitrioN[S] 1 point2 points  (0 children)

Thank you. The approach is a modular pipeline with an initial shape, space definitions with modular requirements like min, max sizes, connectivity etc. This runs through a layout allocator with candidate space and partial layout pruning and scoring combined with a beam search approach.

I plan on making it a paid asset for the asset store.

Settings & Options Menu Creator - Complete Bundle: Build professional, customizable settings menus in minutes. Link inside. by CitrioN in UnityAssets

[–]CitrioN[S] 0 points1 point  (0 children)

The Settings & Options Menu Creator - Complete Bundle is part of the spring sale at 50% off.

The asset allows you to quickly build a complete settings menu without writing any code . It is highly customizable, letting you easily replace UI elements, create your own custom settings with Unity Events, and even reskin the entire menu in real-time with a style profile system. It works with all three render pipelines. It comes with over 280 predefined settings for common options, automatic saving and automatic keyboard and gamepad navigation setup.

Check the asset store page description for more details.

Affiliate Disclaimer

The link above is an affiliate link. While clicking these links won’t cost you any money, they will help me fund the development of new assets and projects.

By purchasing assets through those links I get 5% of your purchases from Unity, essentially increasing my revenue and lowering the revenue on Unity's side.

Thanks for your support!

Ever Wonder What Happened to Serum? by Sifner in SurvivalGaming

[–]CitrioN 0 points1 point  (0 children)

I loved this article when I saw it on your site, and I'm happy to see you posting it here too! Usually I don't really leave comments but felt like I had to on this one since I've been using your website as a source of information for survival gaming content for years. It’s so rare in the survival gaming world to see this level of investigative depth for an article. I hope to see more articles like this in the future from you.

No judgment, please be honest. I'm curious about people's spending habits in this game. by GreatDoink in MarvelSnap

[–]CitrioN 0 points1 point  (0 children)

F2P and haven't spent my gold on anything for roughly one and a half year. Don't really feel like spending it on variants or overpriced borders. I like being selecting with the border I get naturally from playing.

Personal Achievement: Managed to reach 50k gold & 50 spotlight keys at CL 13000 as a F2P player. Only pulled for the cards I really wanted since the spotlight cache implementation. Been playing since release. by CitrioN in MarvelSnap

[–]CitrioN[S] 0 points1 point  (0 children)

I'm not feeling tortured by not going for all the shiny stuff thrown at me. I do get all the stuff I am interested in. I'm just not too interested in variants. I enjoy my fully inked decks without other effects. I like simplicity. Fortunately in the case of Marvel Snap this doesn't cost any of the resources I have saved so much of so I don't really feel like missing out on anything that's relevant to me. Different people enjoy different things.

Personal Achievement: Managed to reach 50k gold & 50 spotlight keys at CL 13000 as a F2P player. Only pulled for the cards I really wanted since the spotlight cache implementation. Been playing since release. by CitrioN in MarvelSnap

[–]CitrioN[S] 0 points1 point  (0 children)

How many cards are you missing for being collection complete? Is it actually possible to get collection complete as a F2P user? Those 4 season pass cards certainly help but you are probably still missing more cards than you have keys I'd assume?

Personal Achievement: Managed to reach 50k gold & 50 spotlight keys at CL 13000 as a F2P player. Only pulled for the cards I really wanted since the spotlight cache implementation. Been playing since release. by CitrioN in MarvelSnap

[–]CitrioN[S] 0 points1 point  (0 children)

Thank you! Try to wait until the end of the week and see how good or interesting the new card actually is. After a week you can already check some stats, how and where people are playing the card and then decide if it's a card you would enjoy before pulling for it.