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Algorithms #1
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Rogue page down; reproduce archived version here: By Mark Damon Hughes <kamikaze@kuoi.asui.uidaho.edu>The original Rogue algorithm is pretty nifty. Any time you need a random dungeon, give this a try:
Rogue also has "gone rooms", which just put a corridor space instead of the room, and draws L-shaped corridors instead of straight lines, but those are just flavor. This algorithm also has the virtues of being extremely fast (even on MUCH bigger grid arrays than 3x3), and guaranteed to succeed. |
Other algos:
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A very nice extension to normal CA, where selecting cells at random instead of doing the whole thing in phases allows for more flexibility. The corridor connection is also a great feature to have. Also good to consider the extensions that Cogmind implemented, namely the "Mines" variant, with the addition of rectangular rooms |
Some cool algorithms here: https://github.com/marukrap/Procedural-Map-Generator |
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Some existing algos to try:
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