I've fiddled around with dungeon generation in DM before, but the algorithm I was using had a fatal flaw - the maps it generated were always trees. You started at first room placed, and then moved out, and there was no way to jump from one branch to another. I've recently been working on a new algorithm which generates dungeons that are graphs - each room is a node, and links are arbitrary. I plan to fix some of the issues with it (In particular, intra-region links don't form nearly as often as they should, and the links are made using Djikstra's algorithm, and thus could be sped up substantially), and then release it as a library, with documentation, neat encapsulation, and all that jazz. Anyway, I haven't abandoned DM, and I hope to actually write some useful and interesting programs, now that I actually have some formal CS education. |
Sep 2 2008, 8:31 am
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I like it. =)
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Looks like you got some nice results out of that. With some more variation in room size, etc. it'll be even more formidable. It definitely is starting to get a very organic look. I especially like that you have branching tunnels and loops, yet there are also obvious dead ends as well.
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