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Building the Factory: Procedural Room & Atmosphere

Worked on procedural room generation, sorting bins, wall clock, and factory atmosphere.

Building the Factory: Procedural Room & Atmosphere

The past few days were spent enriching the factory scene. I use SimpleRoomGenerator to procedurally create the room — dimensions and materials are configurable.

I added sorting bins with BinGenerator. Red and blue — the player must sort cubes into the correct bin. WallClock runs in real-time on the wall — a nice detail to emphasize monotony.

Factory machine texture atlas
Industrial machine texture atlas — surface textures of the factory scene machines

With FactoryFloorGenerator and OfficeMessGenerator, I added clutter to floors and walls. Papers, ink stains, grid patterns. DispenserGenerator creates the pipe where cubes emerge.

Lighting optimization was also a critical step — I optimized light settings for mobile VR with LightingOptimizer. Trying to create a dark yet detailed atmosphere.

Factory machine texture atlas — teal
Another industrial machine texture — gears, panels, and worn metal surfaces

The factory is taking shape. Now I need to work on the scoreboard and anomaly mechanics.