An A* pathfinding algorithm was required to implement this Tunneler node. With this, procedural top-down world generation has improved drastically for TerraTiler2D!

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  • rlbits-mapping

    node-based map generators in Unity

  • This looks great! I wrote something along the same lines last year: https://github.com/KPDwyer/rlbits-mapping. , I'm excited to try yours out. I ended up just spitting out flat arrays and building components to interpret them (into tilemaos or terrain or whatever) at runtime. Does yours generate a tilemap right out of the nodegraph? My devlog was just this twitter thread: https://twitter.com/_KPDwyer/status/1204466766530957314?s=19

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