A Untiy Demo for a procedural polygonal map generator.
Inspired by Amit Patel’s guide to polygonal map generation. Uses Triangle.Net for Delauny triangulations, and Gregory Schlomoff’s implementation a Poisson-disc sampling for initial vertex positions. Uses triangle centroids for corners.
Using Sebastian Lague’s implementation of Perlin Noise, each face is provided a value from 0 to 1, with a threshold value determining whether or not each face becomes a wall.
For another time
- Add additional was of generation corners (circumcenter, incenter, random);
- Add connected rooms, enemies, loot.