January 2016
Intermediate to advanced
304 pages
6h 17m
English
Dungeon generation is a vast topic with a wide range of possible implementations, with each implementation having its own characteristics. However, underneath the nuances of different algorithms, dungeon generation generally involves the generation of rooms and a maze and the integration of the two, as shown in the following diagram:

Procedurally generating dungeons is not that different from the work that we did on path finding. It's all about viewing a level as nodes and manipulating them. Before we implement it we'll break it down into the three main stages that were identified previously, namely the ...
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