Thank you for the replies
[quote:1vu8hu2x]Hmm there are tons of ways to do it. Not sure how to explain how to do procedural walls, just add some condition for createObject action though not using createObject would probably be better for performance if you can think of a way to do it like reusing "old" objects.
I would probably just have set of wall pieces moving left that I'd randomly teleport beyond the right edge or something like that.
Or you could have few instances of one wall object that you rotate and move around.
I was thinking of having a rectangle object that I could scale horizontally while skewing vertically. Then for each 'turn' in the cave, add another rectangle to the end with the skew going in the opposite direction. I'm not sure how to line up the ends, though. Plus, the example has the whole cave slowly tapering. However, I don't see those distortions available in C2.
[quote:1vu8hu2x]3DPiper you are wrong it can be done. C2 to is capable of anything if you think and code logicly.
I'll be honest, I was hoping for a little more than "yes, it can be done". I posted "How do I create procedural walls" hoping for an answer or hopefully an example. Did I post in the wrong place?