Jump to content

  • Log In with Google      Sign In   
  • Create Account

storm33229

Member Since 09 Feb 2010
Offline Last Active Mar 22 2013 02:49 PM

#5013580 Procedural Level Generation

Posted by storm33229 on 22 December 2012 - 11:39 PM

While helpful in a general sense, your reply is a little to high level and design oriented. I am asking for a more detailed technical discussion, so if you can expand on your implementation section that would be really helpful.




#5013333 Procedural Level Generation

Posted by storm33229 on 21 December 2012 - 10:30 PM

I am working on creating a procedural dungeon generator. I'm off to a decent start, but it seems that AAA titles like Diablo 3 and Torchlight use some fairly complex systems to achieve their results. For where I am at now, this is very evident when I use my current algorithm in 3D instead of a simple 2D grid.

 

In the 2D example, the algorithm looks promising - this is deceiving; when viewed in 3D it is obvious that this algorithm will work only for throwback RPG's (think Might & Magic, Doom 98, or more recently Legend of Grimrock). There's nothing wrong with that, but it's not near the level of complexity I want to achieve.

 

I'm looking into this: http://www.uoguelph.ca/~jbrown16/Vvaltchanov_c3s2e12.pdf

 

Any suggestions, articles, papers, etc. are greatly appreciated.

Attached Thumbnails

  • 2dgridexample.jpeg
  • 3dexample.jpeg



PARTNERS