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Unity Developer • Procedural Generation • AI Programmer
Procedural Temple Maze Generator
A fully procedural cave–temple generator that produces organic environments while guaranteeing a valid playable layout. The system detects walkable regions, places game-critical objects safely, and drives an autonomous guard agent that navigates to the temple using A* and transitions into patrol behaviour via a lightweight FSM.
UnityC#Cellular AutomataFlood FillA* PathfindingFSM
What I built
- Built a multi-phase cellular automata pipeline (noise → smoothing → processing) for organic cave generation.
- Implemented region detection (flood fill) to identify traversable spaces and guarantee valid placement for player/temple/guard.
- Developed custom A* pathfinding for agent navigation through generated layouts.
- Implemented a guard FSM that transitions from path-to-target to patrol around temple landmarks.
- Created debug visualisation for generation stages, regions, pathfinding routes, and patrol paths to speed up iteration.
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