This gives a highly detailed description on how to create a multi level dungeon generator. This section of blog posts are mostly about The Cauldron, a game designed in Unity. This gives some information about the algorithms used and the implementation of them along with some of the wrong implementations and uses.
Gave a description of how to write a potential algorithm in C+. Mostly this just selects a feature from a list of prefabs and checks if it can be added to the existing dungeon. If it can’t add the feature then the proposed feature is then removed. This is basically a feature adding algorithm, so if you are looking for one of those this is a great place to start.
This source showed exactly how BSP Tree works using helpful diagrams. These diagrams explain how BSP Tree works at each iteration of its execution. These diagrams also show how the dungeon divides itself and places rooms and corridors within.
This has a whole list of wonderful and varied dungeon generators and was a great starting point. This allowed me to look at several different generators and get a feel for how different ones work. This also let me take a look at some more basic ones that stitch images together to create a single dungeon.
This gives a small tutorial about how to create a dungeon generator using JavaScript. This is a smaller and simpler project, but still has useful information about the implementation of the algorithms. The algorithm used in this project is the “build feature” algorithm. This is not one of the ones that I plan on using but the information about the construction of the stage itself is quite informative.
This is a very interesting article that gives a detailed process for creating a dungeon generator based off of a maze generator. This gives information about implementation and possible alternatives of use, along with animations that show just what the generator does at each stage of development.
This source was so useful because it gave examples of most of the commonly used algorithms within random generation. This had sample projects and links to some code. This also explains how the algorithms themselves work using layman's terms.
This provided a guide in JavaScript on how to make a random dungeon generator. This creates a rather odd looking and small map. The rooms are very clumped together and the generator makes multiple corridors very close together. The whole generator feels very claustrophobic. I don't think this will be the type of algorithm that I'm looking for.
This was a very useful source and even though it was coded in ASC3, it still similar enough to JavaScript that I could read it. This gives a detailed walk-though of how the BSP Tree code works and describes what it is doing at each stage of execution.
This provided an example of cave generation using Cellular Automata in JavaScript. This was quite literally everything that I could have asked for in a source helping me to write an algorithm combining this and BSP Tree.
This was everything I needed to understand how to make cellular automata in JavaScript.
This was so useful in helping me understand how BSP Tree works. This has many gifs that show how the algorithm works at each stage. This also how each section of the code works step by step.
Unity 3D Cellular Automata
This gave an entire tutorial on generating caves in Unity 3D with cellular automata. This gave descriptions on how to generate the caves with differing conditions as well. The ones that I used from this were ensuring connectivity and connecting rooms. These were really the most useful ones from the list because my game is in pixel graphics, so there's no reason to round the shapes generated.
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