I made backrooms on the babylon engine, move using the arrows ←, →, ↑, ↓ on the keyboard and mouse.
PC version
Original backrooms
In the zero version, I added an infinite procedurally generated carpet.
Backrooms in Babylon.js (Version 0) | Babylon.js Playground
In the first version, I added randomly generated and randomly rotated walls to this procedurally generated carpet.
Backrooms in Babylon.js (Version 1) | Babylon.js Playground
In the second version, I added an infinite procedurally generated ceiling.
Backrooms in Babylon.js (Version 2) | Babylon.js Playground
In the third version, I added infinitely procedurally generated evenly spaced lamps.
Backrooms in Babylon.js (Version 3) | Babylon.js Playground
In the fourth version, I did as in the original backroom, which talks about millions of square miles of randomly combined empty rooms, which means that the lamps in it are also in random places and not located in it periodically, I also added a teleporter by coordinates, and a display board for camera coordinates.
Backrooms in Babylon.js (Version 4) | Babylon.js Playground
Well, we’re missing something again, because backrooms is an endless maze, not just a set of random walls in an endless space. Let’s make an endless maze! And besides, it doesn’t have one solid wallpaper, but a set of different wallpapers.
Backrooms in Babylon.js (Version 5) | Babylon.js Playground
Kane Pixel’s version
In the first version, I added the ability to add structure generation based on the faces and vertex arrays. You just need to fly a little to the side to see the generation.
Kane Pixel’s Backrooms in Babylon.js (Version 0) | Babylon.js Playground
In the second version, I added different biomes, and now not one biome is generated, but many.
Kane Pixel’s Backrooms in Babylon.js (Version 1 - multybiom generation) | Babylon.js Playground
But something is still missing, because Kane Pixel’s backrooms are an endless layered multi-storey pie of randomly procedurally generated, interconnected liminal spaces.
But still, something is wrong again, because the textures in the backroom model from Kane Pixel are different and not monotonous, let’s add the ability to make textures different, and plus I added the ability to teleport.
Kane Pixel’s Backrooms in Babylon.js (Version 3 - Different textures) | Babylon.js Playground
Backrooms editor
So now we’ve almost created a full-version backrooms, the only thing left to do is just a couple of things, one of which is to create a backrooms editor, let’s do it, and that’s what I’ve done well.
I added a lot of mirrored structures, and a lot of gizmos tied only to a lot of the original cubes, but the chunks were generated only in XZ coordinates…
Backrooms editor XZ version | Babylon.js Playground
There is a version with XYZ coordinates.
You can view all versions of this editor in my separate topic → Mirrored gizmos.
Mobile version
Original mobile backrooms
But while browsing my backrooms from my smartphone, I found a problem that I can’t navigate on my phone, and therefore in the mobile version of backrooms I added arrows with which I can navigate.
Backrooms on Babylon.js (Mobile version 3) | Babylon.js Playground
In the fourth version, I removed the arrows and added a joystick to make the player move more smoothly.
Backrooms on Babylon.js (Mobile version 4) | Babylon.js Playground
Kane Pixel’s mobile version
But I can’t move on my mobile phone like I can on my computer, I need to add the displacement arrows.
Kane Pixel’s Backrooms on Babylon.js (Mobile version 2) | Babylon.js Playground
But the movement arrows don’t move smoothly, let’s add a joystick.
Kane Pixel’s Backrooms on Babylon.js (Mobile version 3) | Babylon.js Playground
Optional versions
The optional versions are a kind of sandbox for the realization of a variety of fantasies and experiments.
Backrooms in Babylon.js (Optional version - The infernal Valley of pillars) | Babylon.js Playground
Imagine an endless backroom without walls, like in that video I made this version.
Backrooms in Babylon.js (Optional version - no walls) | Babylon.js Playground
Now I’ve added a new optional version in which biomes are generated by cubes of biomes in multistory, and you need to wait a bit when launching.
There is also a version of backrooms with multi-storey cake generation of biomes, that is, on each floor, make the same biomes in order, that is, on the first floor, the biome is the first in order in the dictionary of biomes, on the second floor, the second biome, and so on…
P.S.
Now it’s a full-fledged backroom space! Maybe someone will come up with some new projects and the project will develop.