Subject: Re: Cavern-type dungeon generation Date: 16 Apr 2002 03:18:32 -0700 From: pierre.bru@spotimage.fr (Bru, Pierre) Organization: http://groups.google.com/ Newsgroups: rec.games.roguelike.development hi, I used a Diffusion-Limited Aggregation [search DLA, fractal, or go directly to http://www.oche.de/~ecotopia/dla/index.html] to generate caves looking like the attached screenshot. I did not posted the programm yet as it is desperately slow (I do all my testings on my old i486-DX12: if the speed is fair on that machine, it will burst on every other) Pierre. --- ###.###.....#############...#..##..######....########..#........##............ #######..#..##############....###.###.####..#####.###.....###.################ #.#.####...#####..###########.#...##..###..######.##..#######...############## #...######..##..#.#########...#..###.####.#######..#..#.###.#.################ ##..######.####...###########.....##.####.########.#........################## ...#######..####..###############....####.#####.##...###.##.################## ##....#####...#.#.##################......#####.##.#..#####.################## ##.##....##.#.........###############.#########....##.#####....############### ########....###.#.###....#.##########..#######..##.########################### #####.##.#.###..########.........#####.#####.#..##.########################### ##.......#.####.########.#####.#.#####..##.#.#....############################ ##.##.#########.##############.#.####...........############################## #..############.##########.###.#...........###....######.#..################## ....###########.#########...######.#.###.#..##.#...#####...################### ##.########################........#.#########.##..##......#..######.....##### ###########################..###..#..########...##.#..####.#..##..#..######### ######################.#####.###.##.#######.....##...#####...###.#...######### ###################....#########.##.#########.#.###....###.#.........###.####. .##################.....#######..#...########.#.####.#.#######.#.###...#.#.#.. #######################..####....###..#######...####.#..#####..#..####.....#.. ########################.......####...#####.....##...#########.##..#######.... #####################....#.#.#.####.#.#######.######.#########.##......###.### ################.......###.###.####.#.#######.######..########..#.##..##...### #####################..###..#..######...##########...########..##..#######...# MDSccr6@hotmail.com (Mike_aka_MD) wrote in message news:<9d3a89d7.0204131347.6710ad33@posting.google.com>... > I personally favor organic caverns to roomed dungeons, and plan to use > caverns in my roguelike. I have created an algorithm for this; sample > results follow. The problem with my algorithm is that there is no way > to ensure that all dungeon areas are accessable. If anyone has any > ideas how i can connect the separate dungeon segments and still > maintain the cavern-like appearance of the dungeon id appreciate it. > also if you have any questions about my algorithm id be glad to answer > them. [--sniped screenshot--]