FLASHING COLORS WARNING.
Exterior and interior of each building will be on separate collision layers. These doors transition player from one mask to another, letting me walk inside building's colliders.
#gamedev
Roads generation based on cellular noise, snapped to grid shape. Perfect for infinite worlds.
Sector generation still takes some time, especially in editor.
Better tools to figure out where does the lag spike come from.
Gathering timing data of each sector to show a summary. Generation and rendering take microseconds, so that's not it...
Generating big maps was a pain (3 minutes for 128x128 map...) so I split it in chunks and rely on noise maps to place main buildings.
Here buildings are placed in valleys of cellular noise map.
One piece of stairs generation FIXED.
My A* path finding (or something else) was duplicating the points in each path. That's why subsequent pattern matching never matched.
Also, ortho looks sweet with that city