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Using Splines For Boundaries - Procedural Content Generation (PCG) - Episode 7

Ben Cloward May 28, 2026 15:00
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In this tutorial, I show how to use splines to define where PCG can place objects. PCG can be limited to only place objects inside a set of closed-loop splines, or you can use those sample splines to remove objects. Here's the playlist for the whole series: https://www.youtube.com/playlist?list=PL78XDi0TS4lF7o4-COsQkltYxV1Zt7nUj Shader Book Recommendations https://www.bencloward.com/resources_books.shtml ------------------------------ Theme Music Peace in the Circuitry - Glitch Hop http://teknoaxe.com/Link_Code_3.php?q=1526 Background Music Speo - The Little Things https://www.youtube.com/watch?v=aoc9v_TRBqc #UnrealEngine #PCG
Education
#UE5 #Unreal #Unreal Engine #game development #real-time #tutorial #training #graphics #3d #GPU #tech art #computer graphics #fundamentals #environment #procedural #PCG #forest #trees #splines #boundaries #include #exclude