Author Topic: Automatic Dungeon Generation  (Read 3366 times)

Telarus

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Automatic Dungeon Generation
« on: January 28, 2011, 03:47:56 am »
Trip mentioned one method in another thread that would be good for this (can you re-post Trip?).


I recently came upon an article about "Geomagic Squares" (similar to Sudoku magic squares), and they seem like a really useful method to combine pre-fabed shapes together.


Right now in school I'm learning the Unreal Dev Kit, so building shapes/floorplans/3d objects with pre-fabed pieces is heavily on my mind.

Here's one:



And the story/links:

http://www.newscientist.com/article/dn20017

http://www.geomagicsquares.com/gallery.php
« Last Edit: January 28, 2011, 11:51:59 pm by Telarus »
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Triple Zero

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Re: Automatic Dungeon Generation
« Reply #1 on: January 28, 2011, 12:50:07 pm »
Ah now I get what you mean :)

This thread has inspired me to do something I've been thinking about for a while, create a religion around mazes.

Your post reminded me that I recently came across a blog that dealt with maze generation algorithms.

I didn't bookmark it then, but fortunately it came up again on Reddit:

http://weblog.jamisbuck.org/

Of course, if you're not a coder, this will probably be abacadabra to you.

Your links about geomagic squares (that I will read later) seem more useful, though. These maze generation algorithms have different kinds of goals into what they should be: every square must be reachable, there must be only one correct path from Start to End, preferable the maze should be homogenic, like it has no preference for north-south corridors over east-west ones.



I dunno, if I were to play a 3D shooter game, I'd get lost and bored pretty quickly, I think? Well, maybe not if you make every corridor and corner look different, perhaps.

Your tile-based algorithm seems real interesting, though.
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Re: Automatic Dungeon Generation
« Reply #2 on: January 28, 2011, 03:42:51 pm »
Nice find on the geo-magic squares.  I'm not entirely sure how they relate to maze-generating algorithms, but the math behind them is really neat.

<= needs to learn some discrete geometry.
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Telarus

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Re: Automatic Dungeon Generation
« Reply #3 on: January 28, 2011, 11:55:25 pm »
Trip,

Oh, right now we're building an "RPG" level. But the UDK is pretty genre neutral, except that it comes with enough art and code to recreate a few of the FPS Unreal 3 levels, so your default character has a plasma gun..... it's up to the desingers to add anything to that. Right now we're learning level design, tho, so we're not touching on modifying other code (game rules/UI/etc) very much.

I really dig that maze article (and yeah, I'd use the two for different purposes).

I've got some more links to dig up on this topic, back later.
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Telarus

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Re: Automatic Dungeon Generation
« Reply #5 on: March 21, 2011, 01:32:52 am »
http://www.thegriddle.net/mapper/

I was going to post this but you already beat me to it. A friend of mine IRL made that app. The sticker: He doesn't even play D&D.  :lol:

By the way, if you haven't checked up on it in a bit have another look. He's been updating it quite frequently, and he has a steady influx of new tilesets.

Also has a Like page on Facebook, if you're into that sort of thing. http://www.facebook.com/pages/Daves-Mapper/180436275332928

Double edit: http://www.davesmapper.com/  It'll be relocating to its own domain soon.
« Last Edit: March 22, 2011, 02:01:21 am by Shatterbrain »
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