Procedural Generation of Random Shaped Objects

Hello all,

I was wondering what you guys think would be the best approach to generate random shapes objects (tiles) to create a sort of map.

It would start creating the first tile and position it at [0, 0, 0], like so:

From there it would generate the next tile, that would fit the current setup, like so:

Then:

And it would keep going until it fills enough space.

The average number of vertexes for the tiles would be used as well as the length of them. I am not sure about how to make everything work together though.
Each tile will have its own texture and will need to working with the neighboring tiles for path finding and such.

What do you guys think?

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Definitely check out this thread about Procedural Mesh Generation in UE4
I think it will help you to understand how to begin with stuff like this in UE4

You probably want to look for voronoi regions. For example: https://www.youtube.com/watch?v=7eCrHAv6sYY