This is a simple demo to visualize different map generation algorithms.
⚠️ This is a work in progress. I'm still working on the algorithms and the UI. The code is full of bugs and the algorithms are not optimized.
Try the wasm version: https://mrmarble.dev/procedural-dungeons/
- Random walls
- Make the boundaries of the map walls and fill the rest with random walls.
- Random rooms and corridors
- Fill the map with walls and place rooms randomly. Then connect the rooms with corridors.
- Random rooms and corridors with BSP
- Fill the map with walls and place rooms randomly. Then connect the rooms with corridors. The rooms are placed using a binary space partitioning algorithm.
- Random rooms with BSP interior
- Fill the map with walls and place rooms randomly. The rooms are placed using a binary space partitioning algorithm. The entire map is filled with rooms.
- Cellular automata
- Fill the map with random walls. Then apply the cellular automata algorithm to smooth the map.
- Drunkard's walk
- Fill the map with walls, pick a random point and start walking. The drunkard will leave a trail of walls behind him.
- Voronoi Hive
- Subdivide the map into regions and place walls between them.