Hey all,
We’ve been making some great strides with the continuation of our Procedural Content Generation (PCG) experimenting. This week, it’s all about improving our prop placement system. Specifically, we’ve been adding proper spawners so we no longer have to manually place each mesh. Whether we are filling a dungeon floor with bones and treasure or filling a house with table settings and bookcases, it makes our worlds feel more cohesive and alive. Let’s talk more about what we have been up to!
PCG Spawners
The goal here is to automate the placement of props, whether they be indoor or outdoor objects. Instead of assigning objects one by one, the system allows us to input a group of assets that fit a certain theme, and it takes care of spreading them across the world intelligently. This keeps everything looking natural while still giving us control over density, positioning, and rotation parameters.
The beauty of this system is that we can now add variety without losing consistency—so the same room, or dungeon floor doesn’t feel identical each time it’s generated, but it still feels like it belongs to the same world.
Physics Based Spawners
Next up, Physics Based Spawners. These have been a bit tricky but totally worth the effort. The idea here is to have objects spawn in a way that they naturally interact with the environment. For example, rocks will roll down slopes and settle into realistic positions, or books will fall onto shelves and land in a randomized but believable way. This adds a layer of physicality to the world that really enhances immersion.
Line Based Bounds Spawners
We’ve also added Line Based Bounds Spawners, which allow for more precise placement along custom boundaries. These spawners are perfect for laying out objects along specific paths like fences, walls, or roads. Instead of just filling random areas, these props follow the contours of the lines we define, giving more structured placement where needed, like decorating along walkways or aligning props with architectural elements. It’s also super handy for making sure that props respect certain boundaries without going over or under them.
What’s Next?
As always, we’re looking for your feedback to make the system even better! We’ll continue refining these spawners based on your suggestions, so feel free to share anything you’ve worked on or any ideas you might have for improvements. And of course, a big shoutout to my Patreon supporters for making this work possible!
With kind regards,
Eric Ruts
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