Sprite-based rogue-like in XNA, eh? Seems like we have similar interests, my friend.
I was recently playing with CA-based cave generation as well. My approach was to connect isolated sections to my largest "cavern" with A*. In order to do so, I had to know where all my "caverns" were, so a variation of that may help you. My approach was to use a flood-fill to fill contiguous floor areas with a number that I could then use to identify the various rooms within my cave. I'm not sure how the performance will work for you since I used much smaller caves (60x30 or so).
I detail what I did on my blog here:
nobunagaotaMember Since 27 Jul 2007
Offline Last Active Oct 21 2013 02:26 AM
Gamer, game dev, and father. Not necessarily in that order. I work at iNiS Corp. by day and make indie games by night.
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