News for hackers. Stuff that matters.
Re:Rooms and Mazes: A Procedural Dungeon Generator (2014) by munificent on Friday July 26, 2019 @03:57PM (#20537881)
> If I read right, the author is just implementing an older algorithm but switching the order of two steps for efficiency reasons.

That's right.

> No it never generates crossroads.

It can, but they're rare. It would be an easy tweak to make them more common.

> Despite saying the maze can be imperfect, I think they are wrong.

It always generates imperfect mazes. The code that does that is:

https://github.com/munificent/hauberk/blob/db360d9efa714efb6...

Basically, it removes all connections between regions that are already connected. Except there's a finite chance it will keep the connection even when the two regions are already connected. In other words, it adds known cycles.

> Anyway, it's kind of boring as maze generators go.

Yeah, it does produce sort of same-y results. I'm not currently using it because of that. But I also intend to reintroduce it back as one of the multiple algorithms my game uses since it can now mix algorithms together. If every dungeon used this style, I think it gets boring. But when you only occasionally run into a part of the dungeon like this, I think the very same predictability gives it a nice distinct flavor.

There are no comments on this comment yet.