Alright its about time to get started!
In any case, I’ve got a fun little program capable of generating a tiled cave system. You feed it a width and a height(current maxes at 100), then you can feed it the max room size(3 is the min, 9 works great), then the max rooms you want(there’s a counter for failed rooms that keeps it from an infinite loop, so it might be slightly less than the max), and then its spits you out a nice map such as this:
(x:80, y:80, maxroom:40, maxroomsize:9)
http://i.imgur.com/RDvSa1al.png
Which the space can then be translated into useful 2d array of tile code(tiles numbered 1-9 starting at upper left of a room, ending at lower right, then 10 and 11 are corridor codes), which can then be read out into text then to excel for easier viewing, or just printed right into the terminal(terribly, because 10 and 11 dont play nice)
So the big question: can I use this plain old average C++ file in UE4, or will I have to recreate it using other functions of unreals design. I’m using the includes:
#include <iostream>
#include <string>
#include <cstdlib>
#include <ctime>
#include <math.h>
#include <fstream>//notreallynecessarybutniceanyways
and within codeblocks I get this flag on compile:
non-static data member initializers only available with -std=c++11 or -std=gnu++11 [enabled by default]
In reality the bulk of it is heavily nested if statements and checking consistencies in a 2D array, but there’s a LOT of potential off-by-1 errors I’d like to skip debugging again. Once I’ve got it in, I’ll use blueprints to build the level with 3D boxes(the 11 tile models already created in blender to fit perfectly together), then populate it, and start the fun work of coding AI and inventories and other things.