procedural

Dungeon Map Generation (Part 2)

Picking up where I left off last time, now it is time to connect the individual map cells. In the finished game, these cells will be represented by rooms and connections between them by narrow corridors. We’ll start with this map: In order to connect the cells I’m first grouping them into clusters based on…Read more

Dungeon Map Generation (Part 1)

I’ve been working on a method for generating dungeon map layouts recently. I’m planing to use this to create the levels for a game I’m working on, and I thought it might be interesting to share the approach I’ve come up with. The source code for this article is available on my Github repository and…Read more

Generating Island Terrain

Over the past month I’ve continued looking into terrain generation for my next game. My previous attempts were using algorithms to generate a fully-formed terrain from scratch, but I wanted to see if I could come up with a way to simulate terrain generation over time. I’m envisioning that the player will be able to…Read more

Down the rabbit hole

After completing my foray into terrain rendering progress on building a 3D engine has been slower than I had anticipated. This was in part due to me traveling for a bit, but was mainly caused by finding out once more that there are many layers of complexity involved with this undertaking. Usually, when trying to…Read more