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Random map generator algorithm
Random map generator algorithm












random map generator algorithm
  1. #RANDOM MAP GENERATOR ALGORITHM CODE#
  2. #RANDOM MAP GENERATOR ALGORITHM SERIES#

#RANDOM MAP GENERATOR ALGORITHM CODE#

The code that satisfies this requirement would look something like this. I start of by creating a unit test to create a map and mark each cell as unvisited. I like the idea of using a “Map” class to contain my 2-D array providing a starting point for the dungeon generator. (I know this is really naive but that’s kind of the point). Let’s assume that we can store the visited state using a Boolean. Immediately I’m thinking a 2-dimensional array storing some kind of value indicating an “unvisited” state. Agile development methodology states “Consider the simplest thing that could possibly work”. The first step in the algorithm requires a “grid” data structure containing “cells” with an “unvisited” state. Start with a rectangular grid, x units wide and y units tall. I will then dive into the actual coding and try to use a Test-driven development approach. I will follow the algorithm step by step describing my understanding, assumptions and design decisions. I will be using Microsoft Visual Studio 2005 Professional, C#, and NUnit as my development environment, programming language and unit testing framework.

random map generator algorithm random map generator algorithm

I want to try and get something resembling a dungeon out quickly so that I can actually walk around in it and hopefully evolve it into a RogueLike in the future (a completely different set of articles). I will be limiting the scope of my first release to generating rooms, corridors and doors. Please check out to generate some sample dungeons to get a feel for what I’m trying to achieve. The dungeons generated by this algorithm reminded me of my old D&D days drawing out maps using pen and paper. The algorithm I will attempt to implement was developed by Jamis Buck and can be found at. I also hope to touch on some agile development principles, patterns and practices.

#RANDOM MAP GENERATOR ALGORITHM SERIES#

The goal of this series of articles is to describe the development process of a random dungeon generator. Reading about it is one thing and doing it yourself is a completely different story. A Google search for “Dungeon Generation Algorithms” yields quite a few interesting articles on the topic. I have been toying around with the idea of coding a random dungeon generator for some time now.

random map generator algorithm

The size range is - modifiable in respected classes.Technorati Tags: Dungeon Generation, Test-driven Development Introduction The newest version of the generator is included in that class.īelow I will list all the generators in the orded of newest to oldest: Simplest map generatorĪ generator that create a random heightmap of size. In order to switch to an older version of a generator, you need to change the module in TemporaryMapGenerator constructor. All of them implement IMapGeneratorModule. I have prepared a few generators for maps. Unfortunately in order to walkaround source code when a user tries to create a new map, he will create a random one, hence the ability of creating a non-random map is disabled.īefore we load a map to the creator, we create a json file with some hardcoded values and heights generated randomly from algorithm discussed in the next section. A work in progress project for generating random maps for timberborn.














Random map generator algorithm