PMap Developer Blog

PMap is a procedural map creation framework for Unity3D and this is the journey through it's creation...

The last update on development has been some time ago, hasn't it? Bad news first: I had some commissioned artworks to do. Yeah well, "bad" news. Not on a strictly personal level. More on a "Crap I couldn't write devblog" level. Good news: I just hadn't time to write a devblog, but I had the time to push PMap along. So, relax.

Where should I start, a lot has happened...

Performance optimization is a big thing for procedural content creation. You don't want to wait like forever for the level to load. So, since the last blog entry I did some groundwork for getting the framework do it's thing faster. This week, I took a VERY close look on the generation modules, the walkers. A walker is basically a Sampler/Placer for grid values with a specific algorithm. Each walker does something else. Some Walkers have a very low performance footprint. They complete in under 4 mas even with map sizes of a 1000 square. Which means one million cells. One bloody million. Needless to state, that some other walkers are WAY more expensive when it comes to them doing their thing. Like the Mazer. This walker creates mazes. Ranging from perfect mazes to variations with loops and such. And even with small maps, this comes with a price. its like 300ms average for 50 square grids. But that's only after my first optimization pass.

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