Procedural Generation and Djikstra maps
Using cellular automata and Djikstra maps to generate/populate levels procedurally.
(Under construction) I created a basic game that utilizes cellular automata and binary space partitioning to procedurally create dungeon layouts.
(Main project repository) https://github.com/GarcGustavo/DungeonAutomata
(Main generation script) https://github.com/GarcGustavo/DungeonAutomata/blob/main/_Project/Scripts/Utilities/MapGenerator.cs
(An example of terrain mesh generation I made for an old programming language class project.) https://github.com/GarcGustavo/PL_Project