Rubble Script 2.0


This time the scaling and rotation is far less random and more organised while the placement remains the same. The ground is also now generated randomly although keeps roughly the same shape. I think the next stage might be to try and make each brick aware of its surroundings as, while intersection makes for a messier random appearance (which in this case, is a good thing), It would be nice to make this looks like it was once a wall or floor that has been damaged as opposed to what it look like now, which is a pile rubbish that’s been dropped from head height.


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