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Rpg dungeon generator algorithm
Rpg dungeon generator algorithm












  1. Rpg dungeon generator algorithm how to#
  2. Rpg dungeon generator algorithm windows#

  • Next, an S-Space wall skeleton (as per Peponis et al 1997) is created by partitioning the area with lines originate perpendicularly from the mid points between neighboring pairs of outer wall features (windows or doors).
  • The collection of bisecting lines, along with the outer wall then forms the cell for the seed. if A & B had weights of 1 & 4, the bisecting point would be 1/4 of the way from A to B).
  • Starting with the farthest point, a line between the given seed & all other points is calculated and then bisected a distance relative to the respective weights of the end points (E.G.
  • rpg dungeon generator algorithm

    Additional seeds are added, generally one per desired room while not explicitly stated, it looks as if the seeds are placed along the outer walls of the apartment.

  • Seed weights are used to influence the room size.
  • Rpg dungeon generator algorithm windows#

    Regions with no windows are simply ignored.įinally, the apartments are divided into rooms using a weighted Voronoi-like diagram as a basis as follows: In some cases smaller divisions will merge to avoid overly small apartments.

  • These regions are then divided into apartments attempting to allocate at least one window per apartment.
  • In some cases, this will require the insertion of a wall.
  • Next, the remaining non-corridor space is partitioned into maximum connected areas, each with a single continuous boundary.
  • Corridors are then placed along the skeleton based on distance from envelop, proximity to doors or stairs & proximity to previously placed corridors.

    rpg dungeon generator algorithm

    Here's a brief overview of their process:

  • only dealing with buildings that need corridors.
  • similar or linearly changing envelope thickness (I.E.
  • limiting the shape of buildings (envelope) must be polygonal.
  • Their work was designed around the following simplifying assumptions: There's also some good references in their bibliography, including the aforementioned A Pattern Language. The paper includes class diagrams for their prototype. I'm looking to pick your brains, really.ĭahl & Rinde have a thesis paper on Procedural Generation of Indoor Environments which uses a skeleton & regions approach to fill building interiors with rooms and hallways.

    Rpg dungeon generator algorithm how to#

    This is where I'd like your help: could you give me pointers on how to design this algorithm? Any thoughts on what steps it will take? If you have created a dungeon generator, how would you modify it to fit my requirements? You can be as specific or as generic as you like. Maybe there is something out there and I haven't found it because I don't really know what to search for. So, having said all this, maybe a house is just a really really tightly packed dungeon with corridors. Here are some images to make this a little more clear:Īs you can see, in the house, the "empty space" is still walkable and it gets you from one room to another. I want to fill a 14x20 house with the available rooms making sure there is no empty space. The house dimensions are set and has to be entirely filled with rooms (or halls).I cannot create walls and doors on the fly.Īgain, because I have a predefined set of rooms, I can only rotate them, not resize them. I think halls in a house is something in between a dungeon corridor (gets you to other rooms) and an empty space in the dungeon (it's not explicitly defined in code). And while initially they might seem the same, a hall is nothing more than the area that isn't a room, whereas a corridor is specifically designed to connect one area to another.Īnother important difference with a house is that you have a specific width and height, and you have to fill the entire thing with rooms and halls, whereas with a dungeon, there is empty space.

    rpg dungeon generator algorithm

    The problem is, I'm trying to generate a house with rooms, and they don't seem to fit my requirements.įor one, dungeons have corridors, where houses have halls. I've been looking at some algorithms and articles about procedurally generating a dungeon.














    Rpg dungeon generator algorithm