This week I built a fully interactive and optimized candle-walking system that combines PCG with a custom shader. I created a spline-based tool that uses PCG to automatically spawn candles along a path, each with its own PCG-generated flame instance. Every flame uses custom instance data so the shader can individually calculate its behavior. When the player approaches, each flame detects the player’s position and smoothly moves toward them, then begins orbiting around the player in real time. The whole system is performant, procedural, and fully shader-driven, allowing large numbers of dynamic candle flames to react interactively to gameplay.
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