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Member Since 09 Oct 2005
Offline Last Active Apr 13 2014 11:43 PM

Posts I've Made

In Topic: Should I subscribe to GDC Vault

29 March 2014 - 08:42 AM

Thanks Promit and ApochPiQ for your replies. So what are the best ways to know about the latest trends in the industry? And of course I know that anybody with my level of experience may not be able to grasp the details of a lecture he watches or an article he reads, but at least I'll be able to get pointers on what I can later gain deep knowledge in.

In Topic: Open source code that can be a good read

20 October 2013 - 10:32 PM

Thank you all guys for the useful links and ideas. That's a good list of links :).

In Topic: Computational Geometry Algorithms to Determine Rooms in a Dungeon (or a Build...

10 October 2013 - 01:18 PM

Can't you just do a flood fill in every unfilled tile, and stop flooding if your flood fill would pass through a door/wall/stairwell. Start flood filling in any tile, flood fill with room ID = 1. When that flood fill runs out of tiles, get the next unfilled tile, and flood fill with ID = 2.


That assumes that doors/walls/stairs are boundaries of tiles though... you have to be a bit cleverer if that isn't the case (you can have more than 1 ID per tile then).


EDIT: This also needs the map to be enclosed, i.e. no open edges where the flood fill can escape from.


Yeah, that's similar to union find. Or, to be more specific, as far as I know union-find is one of the steps involved to solve the flood-fill problem.

In Topic: Computational Geometry Algorithms to Determine Rooms in a Dungeon (or a Build...

10 October 2013 - 01:00 PM

Well unfortunately I contacted them and their design wasn't built to support such functionality. Actually I have already made some modifications and tweaking to the plugin code so as to make it conform to my needs. So I guess I'll continue with that path and try to do this on my own.


A room to me is a unit surrounded by walls, stairs, and doors. It doesn't have to be square or rectangular shape.


Since the rooms are composed of tiles or small parts called RoomParts, I am thinking of using Union-Find and Dynamic Graph Connectivity algorithms to find the connected components in the dungeon which are in my case the rooms.

In Topic: Latest trends in procedural quest generation

30 September 2013 - 09:30 AM

A great study that my be of benefit to the poeple interested in the subject