I’ve modified the roguelike dungeon generator from teh previous post into a system that builds procedural castle-like structures.
It basically fills in the gaps of the dungeon style layout with various tower block items. The system then randomly swops out a number of hard cube edges with customised ‘broken’ ones. It also optimises the mesh by only creating visible surfaces (ie no backfaces for adjoining towers etc) and then combining generated forms into larger more efficient meshes. The texturing is done with another version of my triplanar mapping shaders and the trees are default unity asssets dropped semi-randomly on appropriate surfaces. The whole thing is finally postprocessed through some shaders Ive deliberatley overdriven.