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Procedurally Generated Sci-fi Building.

My honours project for university was to develop and program a system in unity to develop a system to procedurally generate a building.
The project is very flexible and can produce a variety of styles of building; and contains an easy interface to swap in tile sets; allowing for the expansion of the current building, or repurpousing the software for a range of uses such a city generation or the building of an office.

The pathways between the rooms are set using a variety of algorithms and each floor of the building is a complete data structure and graph; allowing for paths to be built and tested. A render culling algorithm was also custom built for the project, ensuring performance as well as a procedurally generated mini-map.

Models and textures completey made by me using substance and blender and code in visual studio. HDRI skybox from HDRIHaven.com

Thanks to the nature of the graph created we can set sides to be identical on either side.

Thanks to the nature of the graph created we can set sides to be identical on either side.

Comparison of the 3 post-processing profiles created.

Comparison of the 3 post-processing profiles created.

Screenshots from player POV including dynamically generated mini-map

Screenshots from player POV including dynamically generated mini-map

An example of the many kinds of layouts possible for the produced buildings

An example of the many kinds of layouts possible for the produced buildings

UML class diagram for the building of the level.

UML class diagram for the building of the level.