Craft (Constrained RAndom FloaTs) is a floating-point constraint solver intended for use in games, particularly for procedural-content generation. It includes a Unity wrapper to make it easy to use within the Unity editor. It allows you to do things like ask for three numbers in given ranges that sum to a given value.
The Craft/ subfolder contains the VS project for the solver itself. Build it once and drop the DLL into your Unity project.
The Unity/ subfolder contains the sources for the Unity wrapper, Randomizer.cs. It allows you to enter a set of variables to solver for in the editor, along with a set of constraint equations to limit their values. It will automatically solve for the values of the variables and optionally store them back to specified fields of other Unity components at level load time.
The Unity/ directory also contains two testing components, RandomizerTester which just runs a Randomizer over and over again and logs the results to a .csv file you can look at in Excel, and RandomizerVisualizer which does roughly the same thing, but displays the results as a particle system.
- This is research software, not a product, so it's not as extensively tested as a commercial product.
- Any constraint solver is ultimately a search algorithm, including this one. That means it has exponential complexity in the worst case. So while it can run very fast, it can also slow down fast as you add more constraints to solve. All the Unity components display performance information, so you should at least shouldn't be in for any surprises.
- It makes no guarantees about the uniformity of the probability distribution. It will only be uniform in very simple cases. In others, it will be non-uniform but hopefully not too bad. You can use the Visualizer to get a good sense of what a given constraint system will give you.
- The constraint propagation algorithms assume a given variable only occurs once in a given constraint equation. It should still find valid results if in other cases, but it will do more search than it needs to. So if you want to square a variable, always say x^2 rather than x*x.