PCG
NEW
DA PCG: a procedural content graph for Unity
A PCG-style node graph for Unity that dresses dungeons and terrain with grass, rocks, props and lights, driven by rules that understand your level.
+ WHAT’S IN IT
New for Unity, still a work in progress. The shot is the graph that dresses the voxel cave sample: Wall Rocks, Grass and Glowing Mushrooms are subgraphs, each node shows its time and point count, and the table below lists every point the selected node produced.
- ■Works with Dungeon Architect voxel caves and dungeon layouts, or standalone on a normal terrain: forests, thick grass and more
- ■Rules that read the level, like distance from the main path, ambient occlusion, clearance, floor, ceiling and slope
- ■Hierarchical generation on a quadtree or octree
- ■Subgraphs, so higher-level nodes like grass or rocks become reusable library functions
- ■Profiling built into the editor: time and point count on every node, plus a table of each point’s position, rotation, scale, normal, density and AO