Skip to content

colbytroutt/Procedural-Generation---Dungeon-Maps

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 

History

8 Commits
 
 
 
 
 
 
 
 
 
 

Repository files navigation

DESCRIPTION


This project was done as a third assignment for my AI for Game Programming class. The assignment was to procedurally generate 5 binary dungeon maps of at least 200x200 size using a quadtree. Then, using a tile/map editor, recreate one of those five maps. Once all of that is complete, write a brief report detailing the structure of the code and including all of the maps.

One thing I strive for in almost all of my coding projects is readability - I want anyone to be able to know what the program does line by line, which explains why I comment as much as I do. In this assignment, I sacrificed some efficiency in time and space for the sake of readability, but I attempted to make up for it by making sacrifices in favor of both time and space in other places.

IN THIS REPOSITORY


  • PCG.c -> The C code for this assignment, composed in CodeBlocks.
  • output.txt -> The five maps generated by the last execution of the program.
  • SkinnedMap.png -> An image of the map created in Tiled.
  • Report.pdf -> The write-up of the project required with the assignment.

About

No description, website, or topics provided.

Resources

Stars

Watchers

Forks

Releases

No releases published

Packages

No packages published

Languages