Procedural dungeon generation
Research on how to procedurally generate dungeons using Cellular Automata
Abstract
In this work, we research different methods of generating three-dimensional cave dungeons. The rooms of these dungeons we generate using Cellular Automata. After generating the rooms, we assess which rooms are connected using the flood fill algorithm. Next, we connect all the not connected rooms to the closest neighbouring room until all the rooms are connected. On top of that, we also connect and add rooms by using an artificial mining algorithm. We visualize the generated dungeons by using cube meshes that represent cells. Besides that, we use the marching squares algorithm to generate a mesh that represents the generated dungeon. Furthermore, we also explore chunk based generation to create larger dungeons within a shorter period. From all of this, we learn the strengths and weaknesses of these algorithms when used to generate dungeons.
Contents
Room generator using Cellular Automata
Connecting rooms using floodfill,
Chunk based generation
Marching cubes
Credits
Credits to Steven Verborgh for guiding the project.