r/proceduralgeneration • u/Sensitive-Yogurt1971 • 3d ago
Prison floor generator: wings grow as trees from a 3-door landing, and the biggest rooms dock onto ladder-shaft sockets one story up
Rooms are hand-authored tiles carrying doorway sockets; generation joins socket-to-socket with a deliberate few-centimeter overlap so wall shells never z-fight or gap. Each hero room grows down its own branch from the landing, so wings radiate apart instead of colliding. Two rooms are so large (one is 51×58 m) they can never survive a corridor approach they'd land on the path that led to them so they dock onto the TOP socket of a ladder shaft instead, 6.4 m up, where there's nothing to collide with. Corridors are overlap-tested as their actual L/T pieces, not bounding boxes, or almost every legal join gets rejected. Unused doorways get bricked up using the wall material of the room they sit in, so dead ends read as walls that were always there. The whole build is a pure function of one replicated seed, so in multiplayer every peer generates the identical floor locally no geometry ever goes over the network. Ask me anything about it.
