Jasper Stocker @jasperstocker.com · May 1

Next the pathing around the level would be generated. This used some nice tricks to make it organic but the base data was very square. Using the landmark OBB shapes we would connect everything together and generate more OBB shapes as paths.

1 likes 1 replies

?

Replies

Jasper Stocker · May 1

This made a really square ugly path, so I would process the output shape with bezier splines on all the corners to round it off, and then apply some 2D perlin noise to the lines to make them wriggly if a single edge was too long