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> > A common way to do this is to create a 'walker' object, which will step forward once every loop, and will have a set of rules dictating when it's allowed to turn 90 degrees. These rules will depend on your implementation.
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> Hey, yeah, Iv'e got that far XD Those rules are the problem, not sure how to build them in some nice way.
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You could try using the built-in pathfinding behaviour (or the Astar pathfinding plugin) and use the nodes from that to navigate paths around obstacles, then build corridors or whatever along that route. Take a look at this linear pathfinding example I posted a while ago, you might be able to fiddle with it to generate routes.
https://dl.dropboxusercontent.com/u/106 ... nding.capx
Cool stuff man <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile"> Thanks. It's getting closer. Togenerate obstacles but making also sure that there always will be path, will just write a condition to not spawn any other obstacles within a grid range from current obstacle.