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Last month, I made a pretty simple dungeon generator algorithm. It's an organic brute force algorithm, in the sense that the rooms and corridors aren't carved into a grid and that it stops when an area doesn't fit in the graph.
Here's the algorithm :
- Start from the center (0, 0) in 2D
- Generate a room
- Choose a side to extend to
- Attach a corridor to that side
- If it doesn't fit, stop the generation
- Attach a room at the end of the corridor
- If it doesn't fit, stop the generation
- Repeat from steps 3 to 7 until enough rooms are generated
It allowed us to test out our pathfinding algorithm (A* & String pulling).
Here are some pictures of the output in 2D and 3D :
Very cool!