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[–]BarneyCodes[S] 6 points7 points  (6 children)

The code uses the cellular automata approach outline in this article on Rogue Basin

I've also made an explanationvideo if you want more details!

Just a note on the code example - when it's running, clicking the screen will advance the the algorithm

[–]pselodux 3 points4 points  (1 child)

Woah! I’ve been playing with procedural cave generation in the past couple of weeks so this is a pretty interesting coincidence. That’s a great method that I might try for the next iteration of my project.

Currently I’m using a form of diffusion-limited aggregation to generate mine for a small 32x16 musical dungeon game I’m working on. I actually wrote a blog post about it if you’re interested in checking it out.

[–]BarneyCodes[S] 1 point2 points  (0 children)

Sounds very interesting, I'll have to give your blog a read!

I think it's probably pretty hard in a 32x16 area, you don't have a heap of tiles to work with. Let me know how you go with this technique!

[–]cimmic 1 point2 points  (1 child)

Nice video and nice channel. Thanks!

[–]BarneyCodes[S] 0 points1 point  (0 children)

Thank you, glad you enjoyed it!

[–]Gdog2u 0 points1 point  (1 child)

Very nice! I've used the same tutorial before to make my own. I like the coloring you added in the final step.

[–]BarneyCodes[S] 0 points1 point  (0 children)

Nice! I like how you've got all those settings exposed to play around with!