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Geometry generation is now in an okay state. Next improvements are significantly harder and have almost no visual effect. For example merging the "pillar" geometry (green) correctly. At the moment these are just overlapping tubes.

Decided to work on the room layouts instead and started with a classical grid dungeon layout. Corridors still look incorrect and need an edge flip to align the flow of the ceiling correctly.

2D layout of rooms of classical grid dungeon 3D rendering of the classical grid dungeon

#gamedev #rust #geometry





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Reply from Libove Blog:

https://blog.libove.org/posts/cdd98eb5-a1e7-4bcf-bf34-345ebcf20c44/

Implemented edge flip for corridors. For each cell which only has horizontal or vertical neighbors the edge between two cells is flipped. This works great but there are some edge cases that still need to be handled.

#gamedev #rust


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@h4kor looks cool


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