Library for procedural generation of tiles in computer games
This bachelor thesis explores the feasibility and capabilities of real-time procedural generation for tileable content. By implementing a generator based on tile border connectivity, this research investigates the possibilities and limits of generating tileable content in real time. The reference implementation encompasses a wide range of features, including object pooling, terrain generation, layered content, initial state editing, and pathfinding. Through an analysis of performance and efficiency in various applications, this research provides insights into the possibilities afforded by real-time, tile connectivity-based procedural generation across various domains.