![](https://www.eprison.de/pics/games/https://i.imgur.com/X4rJyMI.png)
Hey guys! We're back with some new info on the game. We're happy to show you how we set up our world and give you a sneak peak on the stuff we had to do to make it all click!
As you all know IHRB is a procedural endless runner where you can destroy everything you see on the screen. We have a lot of environments in the game, and all of them are shuffled and presented to the player at different times. To optimize the game we constantly despawn grounds that exit the cameras field of view and spawn new ones ahead of the camera view to save up on memory.
![](https://www.eprison.de/pics/games/https://media.giphy.com/media/KYEUr49pEWN1mCvzwp/giphy.gif)
Our world building process had to follow some rules. All the tiles had to fit one another when they spawn, so we implemented a simple system where we have entrance grounds, middle grounds that get shuffled and exit grounds. Also all ground tiles must be of the same size in the same section. This system allowed us to have a lot of variety.
![](https://www.eprison.de/pics/games/https://i.imgur.com/DAcZFz5.png)
The base world is made up of 5 different environments. Each of the 5 environments has a set of at least 4 ground groups. Each ground group has a group of entrance tiles, a group of at least 6 middle tiles and a group of exit tiles. What that adds up to is a whole lot of different environments. And when you count in the possibility of activating or deactivating random objects in tiles you get a different experience every time you play.
![](https://www.eprison.de/pics/games/https://media.giphy.com/media/3qskL6W5O5MZWzJeXW/giphy.gif)
If you have any questions regarding any details behind the world or the game in general we're always active on the forums and we'll be glad to talk to you!