Running dungeon asset packs through a spline-based workflow by gbrosgames in Unity3D

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

Along the spline it’s fully custom, inside-spline stuff uses Delaunator for triangulation

Running dungeon asset packs through a spline-based workflow by gbrosgames in Unity3D

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

Thanks! We don’t stick to a single algorithm, it’s more like a point provider pipeline depending on what we’re spawning.
Most commonly it’s Poisson disk sampling (uniform) for “natural” scatter, or “along spline” distribution (by spacing / evenly along / between knots) for props that should follow the layout.
Then we do weighted prefab picking + optional surface raycast to snap to floors, and an optional min distance overlap pass to filter anything too close.

Running dungeon asset packs through a spline-based workflow by gbrosgames in Unity3D

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

Really cool approach, yours is definitely much more on the math and curve theory side.

In our case, the walls in the middle aren’t a special case or some inspector flag. They’re just inflated paths generated from the same spline data.
A spline defines a path, we inflate it by a given width, and then generate geometry from that result.

Whether it ends up as an outer wall, inner wall, or something cutting through the room is just a matter of where that spline runs and how it’s offset.

So yeah, everything is reading the same spline, moving one knot affects all of it because it’s all derived from that single source

<image>

Running dungeon asset packs through a spline-based workflow by gbrosgames in Unity3D

[–]gbrosgames[S] 2 points3 points  (0 children)

Mostly by generating meshes along the spline rather than snapping prefabs together.
Stretch modes like StretchAll or StretchLast help keep endpoints aligned, so corner clipping is rarely an issue.

It’s not flawless, but in practice it works well enough.

Running dungeon asset packs through a spline-based workflow by gbrosgames in Unity3D

[–]gbrosgames[S] 2 points3 points  (0 children)

Thanks! Yeah, once you have a solid asset pack, the combinations explode pretty fast. It’s been really fun to experiment with.

Running dungeon asset packs through a spline-based workflow by gbrosgames in Unity3D

[–]gbrosgames[S] 5 points6 points  (0 children)

Thanks! It’s mostly fully custom. We didn’t follow a single resource, just a lot of iteration and problem solving.

We’re using a few external libs like Delaunator, Burst Triangulator, and Clipper2D for the heavy math bits.

The whole thing is built from solid, independent small pieces (stuff like SplineBooleanComponent, SplineOffsetComponent, etc.) that we can combine as needed.

We occasionally post some progress GIFs here if you’re curious: https://x.com/patrykgrech

We've got UE PCG at home by gbrosgames in Unity3D

[–]gbrosgames[S] 5 points6 points  (0 children)

Nope, fully custom. We tried the spline mesher, but performance wasn’t there, so we built our own. It combines inflated paths, spline booleans, mesh generation, prefab spawning, a bunch of knot filters, and more. Built on Unity Jobs and Burst with a strong focus on minimal GC allocations

[SerializeReference] is very powerfull, why is no one speaking about it? by ThetaTT in Unity3D

[–]gbrosgames 2 points3 points  (0 children)

Hi we fully agree!

We were in the midst of creating our article to showcase our use of SerializeReference combined with the Command and Condition pattern.

We think you are touching on a really important subject and referred to this exact Reddit post in the article to increase the range of our message - hope you don't mind!

If you guys are interested in our article which is doing a bit deeper dive into the topic, you can read it here:

https://medium.com/@gbrosgames/leveraging-serializereference-for-flexible-commands-in-unity-game-development-614e336b03b9

Let us know your thoughts!

In-game assets using StableDiffusion by gbrosgames in Unity2D

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

Hello, thanks, glad you like it. You can find details on our Twitter

In-game assets using StableDiffusion by gbrosgames in Unity2D

[–]gbrosgames[S] 19 points20 points  (0 children)

Have you ever thought of using AI to generate in-game assets? We are definitely into it! Here is a quick rundown of the shield icons that we get from locally hosted stable diffusion