Guillem Serra | Portfolio
{ video game programmer }
Procedural cave generation
UnityProcgen

April 2019
Editor to create hexagonal cave levels.
Made this editor tool for a game about a goblin miner, that keeps digging and digging deep beneath
to find minerals and defend against giant spiders and worms.
I used a hexagonal grid with a graph-based system to detect if all caves are reachable by the player.
Algorithm process:
- Random positions in 2D hexagon grid.
- 3D Hexagonal Caves instantiation, walls cutting.
- Graph creation based on hexs (nodes).
- Edges creation (tunnels) based on walls normals and checking intersections.
- Breadth First Search to check if the level is explorable.
- Tunnels instantiation according to edges.
- Props instantiation.
- Rocks instantiation using Poisson-Disc Sampling algorithm.
- Falling Path creation (slightly different algorithm).
3D assets by Pol Blanes & Adrià Fret.








Deep Beneath:
The original game that uses it is Deep Beneath.
It's open source but the code does not represent my current programming skills! GitHub (By bye SOLID!)