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Procedural Map Generation Algorithms

An interactive demo of some of the algorithms discussed in my paper on procedural map generation algorithms for the course, COMP4121: Advanced Algorithms, at the University of New South Wales.

The demo can be accessed at https://klistwan.itch.io/procedural-map-generation-algorithms

Summary

Implementation for the following algorithms is included:

  • Random Dungeon Generation, using L-shaped hallway connections
  • Rogue's Dungeon Generation, using two-turn hallway connections1
  • Cave Generation using Random Walk
  • Cellular Automata with three rules (Anneal, Assimilation, and Diamoeba), using weighted random walks2 for connections and contour bombing3 for improving connections
  • World Generation using Perlin Noise
  • World Generation using Simplex Noise
  • Voronoi Diagram with Random Seeds
  • Voronoi Diagram with Lloyd's Algorithm for Voronoi relaxation

Credits

  • Quale for the tileset
  • SelinaDev for the Godot Roguelike Tutorial series and implementation of various classes

References

Footnotes

  1. https://gamedev.stackexchange.com/a/60936

  2. https://abitawake.com/news/articles/procedural-generation-with-godot-creating-caves-with-cellular-automata

  3. https://www.darkgnosis.com/2018/03/03/contour-bombing-cave-generation-algorithm/

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Procedural Map Generation Algorithms for UNSW's Advanced Algorithms COMP4121

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