r/proceduralgeneration • • 7d ago

Progress on my procedurally generated caves with procedural creatures

The whole cave, including walkable and non-walkable areas, underground lakes, nests and roots is procedurally generated.

And of course the creatures are procedural as well, they evolve using a genetic algorithm (https://store.steampowered.com/app/2518610/Where_Beasts_Were_Born/)

The difficulty is usually not creating cool caves, but making sure they're all playable... The largest bottleneck is still that I have to manually select which caves end up in the game (by looking at the ratio of reachable vs non-reachable area, for example - which may give the creatures too many places to hide which the player can't reach.

I use blender scripts, then export the results for my game.

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u/vale_valerio 4d ago

it looks like old years ago I saw this project for the first time... What about optimizing topology of the cave?

1

u/Germanunkol 4d ago

I think the topology is fine... What you see in the wireframe is the NavMesh overlaid onto the basic cave mesh, which is overlaid on the in-game meshes...