Evan's Dev Blog

Capstone Chronicles


Back Against the Wall

I’ve been thinking about walls lately, specifically the best way to generate them in a digital space. Perhaps one day when I figure it out I can make a blog that gives some advice and the full process of what I tried, but until then my posts will probably be just ramblings. Awhile ago I had a thought of whether it would be better to spawn the rectangular objects that are available in unity. However I think it would be more economic and interesting to be generating meshes. Generating meshes will, I think, have more exact measurements and so I am a little curious if I will have issues with the seams and/or clipping. Anyway we’ll see how that turns out in time.

Basically the structure of the project at the moment is having the start room prebuilt and then using that as the point from which the rest of the rooms are generated. I’m wondering how to do non-square angles because I feel like that would just make the world more intricate and engaging. I even remember taking an architecture course in high school and I was getting a little bored with the constant 90 degree angles so I would try to add curved walls and such even though it was unnecessary and not exactly practical. My friend would even laugh and question why I tried the odd design and I think the answer is actually in the question, because it is an odd design.


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