An interactive demo of some of the algorithms discussed in my paper on procedural map generation algorithms for the course, COMP4121: Advanced Algorithms, at the University of New South Wales.
The demo can be accessed at https://klistwan.itch.io/procedural-map-generation-algorithms
Implementation for the following algorithms is included:
- Random Dungeon Generation, using L-shaped hallway connections
- Rogue's Dungeon Generation, using two-turn hallway connections1
- Cave Generation using Random Walk
- Cellular Automata with three rules (Anneal, Assimilation, and Diamoeba), using weighted random walks2 for connections and contour bombing3 for improving connections
- World Generation using Perlin Noise
- World Generation using Simplex Noise
- Voronoi Diagram with Random Seeds
- Voronoi Diagram with Lloyd's Algorithm for Voronoi relaxation
- Quale for the tileset
- SelinaDev for the Godot Roguelike Tutorial series and implementation of various classes