Backrooms: Infinitum | Devlog 001 | Building The Backrooms @betahunter
Backrooms: Infinitum | Devlog 001 | Building The Backrooms  @betahunter
Uploaded January 2026 | Updated September 2026, 6 days ago
CHAPTERS
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1.0.0.0.0 - Introduction & Philosophy - Why I'm building a Backrooms game and my approach to incremental development to avoid burnout.
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2.0.0.0.0 - World Building - Designing an algorithm for infinite procedural generation using constraint satisfaction principles.

2.1.0.0.0 - The Grid - Custom grid structure for managing dynamic world space instead of Godot's native GridContainer.

2.1.1.0.0 - GridManager - Entry point managing grid state, generation, and cleanup.

2.1.1.1.0 - WorldGrid - Defines render distance and holds the TileRegistry for tracking rooms.

2.1.1.1.1 - TileRegistry - Simple dictionary-based data structure for room references.

2.1.1.1.2 - RoomGenerator - How constraint satisfaction determines valid room placements, ensuring procedural escape paths and varied spacing.

2.1.1.2.0 - NavigationGraph - Custom AStar3D pathfinding system running on a separate thread, updating every 100ms.

2.1.2.0.0 - BaseRoom - Data structures, room type definitions, and the precomputed lookup dictionary for fast room generation.

2.1.3.0.0 - Grid Helpers - Solving frame stutters through multi-frame room instantiation.

2.1.3.1.0 - ThreadedTileManager - Executing world generation logic on a separate thread using thread-safe queues.
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3.0.0.0.0 - Developmental Notes - Lessons learned from problems encountered during development.

3.1.0.0.0 - Alternate Solutions - Design decisions prioritizing simplicity and performance.

3.1.1.0.0 - Room Pooling - Why the pooling system was abandoned in favor of frame-smoothed instantiation.

3.1.2.0.0 - Navigation Mesh - Dynamic mesh stitching caused severe stutters, leading to a custom navigation graph solution.

3.1.3.0.0 - Multimesh - Comparing draw call optimization techniques and choosing occlusion culling for enclosed spaces.

3.2.0.0.0 - Time Consuming Difficulties - Complex issues that were difficult to diagnose.

3.2.1.0.0 - Floating Point Precision - Solving coordinate gaps in infinite worlds by recompiling to Godot 4.6 with Large World Coordinates, gaining 10x performance.

3.2.2.0.0 - Godot & 3D Rotation - A deceptively simple bug about clockwise vs counterclockwise rotation that consumed hours of debugging.
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4.0.0.0.0 - Future Plans - Roadmap for expanding the game.

4.1.0.0.0 - General Plans - Special rooms, multiple zones, vertical expansion, weather systems, puzzles, and secrets.

4.2.0.0.0 - Immediate Plan - Implementing AI agents with modular behaviors and migrating to Navigation Mesh system in Godot 4.6.
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5.0.0.0.0 - Epilogue - Project scope as a hobby alongside full-time work and upcoming fatherhood, plus live showcase.
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Backrooms: Infinitum | Devlog 001 | Building The Backrooms

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