Dungeon generation (BSP) part 3 (done)
Hey folks!
This is going to be a quick one, since I'm having some health struggles atm. So far this is my current progress with BSP dungeon generation algorithm. The only difference from my previous post is, that I generated simple 3d visualisation of the dungeon from the BSP + found connections (doos?) between rooms and corridors. You may find corridors being too linear, and I don't like that myself too, to be honest. Just out of my head, this maybe could be avoided by some A* pathfinding. Like f.e. picking a random cell on the edges of the rooms to be connected (let's say A and B) and then find path between those cells. It may result in a better visual results, but might not be the best solution.
So far I'm done with BSP dungeon generation. Next, I'm going to invest some time in going through an amazing article written by Bob Nystrom. it basically places rooms first, then make some mazes using growing tree algorithm and connect rooms to the maze. This is a very basic idea of what I'll be doing.
Don't forget to checkout this amazing article and the source code
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