Rambling of a restless mind. That propably gets it. I write about whatever comes to my mind. Granted, that's a lot of more or less useless stuff. So I'll probably spare you of my thoughts of lesser importance or those that are borderline mad. The rest would be science, philosopy, computer graphics and mostly game development.

Since I didn't start this devblog from day one... shame to me... I've got to get you up to speed. So let's drop some information regarding the UI-Controller and Walkers. The UIController is a component that basically allows you to construct a procedural map setup in the Unity3D ui and save it as a prefab. I attached mine to an instance of  a 2D ToolKit tilemap from Unikron Software. An interface controller pushes the map values to the tilemap for better visualization. But you can really attach the PMap Controller to any GameObject. PMap creates the data for you. Nothing more, nothing less. What you do with this data is entirely in your hands.

But now let's take a look on the process. For the purpose of this article I'll use a Walker that was modeled after the common Game of Life Rules. What it basically does, is creating cave like structures by filling the map with values of solid (1) or empty (0) randomly and then iterating with a set of rules. Ok, let's add the Walker to the chain. PMap features a intricate system where you have UIControllers that don't really do anything by themselves. The real magic happens inside of the walker class, which is just a regular c# class. No MonoBehaviour, no ScriptableObject. I'll go through how this process works internally at a later time. But for now, all you have to do is add a new UIController Component to the Component Chain.

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