Skip to content

About

Procedural 3D platformer level generator for Blender -- jump-reachable brick platforms, guaranteed solvable by construction.

Resources

Contributing

Stars

0 stars

Watchers

0 watching

Forks

Repository files navigation

BrickSpitter

License: GPL v3 Blender 4.2+ Latest release

Procedural 3D platformer level generator for Blender. Sibling project to Game Level Architect -- where that addon connects rooms and corridors on a flat, walkable grid, BrickSpitter keeps the same proven room+corridor+MST+BFS connectivity approach but scatters each walkable tile into an individually placed "brick" platform at a bounded, jump-reachability-constrained height, with occasional real gaps -- so getting from room to room is a 3D platforming traversal, not a walk. Every generated level is guaranteed solvable by construction (verified, not just asserted).

Example generated level -- room platforms (Rect and Round), scattered jump-reachable corridor bricks, bridges, guard rails, and props at varying heights

Status: early testing release. Feedback welcome, expect rough edges.

License: GPL-3.0-or-later (see LICENSE).

Requirements

  • Blender 4.2 LTS or newer (tested through 5.2).

Installing

  1. Download brickspitter.zip from the Releases page (don't unzip it).
  2. In Blender: Edit > Preferences > Add-ons > Install from Disk..., then pick the zip. (On some Blender builds you can also just drag the zip into the 3D viewport.)
  3. Enable BrickSpitter in the add-ons list if it isn't already checked.
  4. Open the 3D Viewport sidebar (press N) and find the BrickSpitter tab.

The Textures/ folder bundled inside the zip must stay next to the add-on's Python file -- it's used for the built-in flat-color material set (the same master palette Game Level Architect uses). If you ever move the installed add-on folder by hand, move Textures/ along with it.

Basic workflow

The panel is organized into tabs (Setup / Walls / Props / Export, icon row at the top) -- each tab holds that step's settings and its own Generate button, so only one step's settings show at a time. Presets (Isometric / FPS-TPS / 2D Platformer), above the tab row, one-click set a bundle of settings tuned for a target camera style -- Step 1 still has to be pressed afterward, same as any other setting. The steps build on each other's output in order:

  1. Step 1: Generate Bricks -- builds a seeded room+corridor connectivity layout. Every room is one solid merged platform at a flat height (Rect rooms are a single box, Round rooms are a real n-gon disc -- Room Shape, Rect/Round/Mixed, plus Room Shape Sides for the disc's polygon detail). Corridors stay individually-scattered jump-tiles -- the actual traversal challenge, bounded by Max Height/Max Distance so every gap is guaranteed jumpable, with occasional real unbridged gaps (Gap Chance/Max Gap Tiles) and optional walkable Bridges as a safe alternative to jumping. Levels (default 1) stacks multiple floors ("platforms beneath one another"), each solved independently and free to overlap in X/Y with the others, linked by climbable Ladders between adjacent levels -- a distinct traversal mechanic from a jump, always solvable regardless of height.
  2. Step 2: Generate Guard Rails (optional) -- guard-rail walls along every brick's exposed (fall-risk) edge. A Round room's rail hugs its real curved rim exactly, with a real opening left wherever a corridor connects, instead of a per-tile approximation.
  3. Step 3: Generate Props (optional) -- Obstacles, Enemies, and Collectables (Coin/Heart/ Powerup/Weapon/Part, picked at random per Collectable) scattered onto room bricks, each with its own chance setting -- never on a corridor tile, and never two categories on the same brick.
  4. Export -- one-click glTF/GLB export of everything generated, plus a separate Export Collision Mesh button that exports just Bricks + Walls + Bridges + Ladders -- no Obstacles, Enemies, or Collectables -- suitable to assign directly as a level's collision geometry in a game engine.

Simple Viewport Colors (on by default, Setup tab) can be switched off in favor of Style mode's three procedural shaders (Dungeon Bricks / Cave Rock / Open Area) -- applies to Bricks and Walls/Bridges/Ladders; Obstacles/Enemies/Collectables always keep their existing flat materials either way.

Regenerating Step 1 rebuilds the whole layout from scratch (new seed unless "Random Seed" is turned off); Steps 2-4 can each be re-run independently after tweaking their own settings without regenerating the bricks.

Reporting issues

This is a testing release -- if something looks wrong (bricks, walls, connectivity, materials), note your generation settings (map size, room/level counts, seed) along with what you saw, since generation is fully seeded and reproducible.

See CHANGELOG.md (next to this file) for version history and currently known issues before reporting -- your case might already be a documented tradeoff rather than a new bug.

About

Procedural 3D platformer level generator for Blender -- jump-reachable brick platforms, guaranteed solvable by construction.

Resources

Contributing

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages