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I'm learning THIS tutorial about procedural cave generation using cellular automata with Unity.

I want to implement pathfinding on some enemies, so I need to make a quantization of the procedurally generated "non-wall" part of the map. Is there a best way to place nodes in this space?

I hope I was clear enough and I'm sorry if not.

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1 Answer 1

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That tutorial, just like any grid-based cave generation tutorial, will already generate both open and closed tiles. Thus you will already have a

quantization of the procedurally generated "non-wall" part of the map

if you follow the tutorial through.

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