Algorithm moved to Dungeon Generator
This project is for presentation and debugging dungeon generation algorithm. It works in three steps
- Workspace splitting to random rectangles with the help of binary tree
- In every rectangle generating a random room
- Coridors generating with the help of the binary tree, generated at the first step
For now you can customize generation with this constants (may be someday it will become crate with user-friendly configuration, but not today):
DN_MAX_DEEP
- levels of binary treeDN_ALLOW_FULL_FROM
- level of tree from which node can deny splitDN_SPLIT_CHANCE_DEC
- split chance decreasment per tree level starting from DN_ALLOW_FULL_FROMDN_SPLIT_COEFF
- max splitting coefficientDN_DEFAULT_CHANCE
- default splitting chanceDN_MIN_SP_SIZE
- minimum splittable size of subdungeonDN_CORIDOR_WIDTH
- constant width of corridors
This project is licensed under the MIT license. Please read the LICENSE file in this repository for more information.