My guide to building game environments procedurally

I’ve just posted on my studios blog about how I’ve been building procedural environments for Langenium, our open source browser game project.

It follows my early CSG experiments in 2014, through building the office environment for the Open Studios website, and bringing that work back into the game to create the new hangar scene.

The article includes code and screenshots covering:

  • Configuring and constructing the hangar’s main bay, corridor and quarters using CSG.
  • Using the same layout definition for AABB movement checks.
  • Reusing procedural shader materials across interiors and overworld structures.

There’s also some background on the decisions and rabbit holes along the way, and my plans to develop this into a toolkit for building indoor and outdoor game environments through code.

Would be interested to hear from others working on similar systems, particularly how you’re handling the workflow for designing environments that are generated by code.