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

#5013580 Procedural Level Generation

Posted by 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 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.

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  • 2dgridexample.jpeg
  • 3dexample.jpeg