DungeonCarver is an implementation of the most popular dungeon generating algorithms that are often brought up when talking about roguelikes. This implementation use C# and Unity to render the dungeons but should be easy port to other programming languages or other engines.
Screenshots
BorderOnlyMapGenerator BSPTreeMapGenerator
CaveMapGenerator
CellularAutomataMapGenerator
CityMapGenerator
DFSMazeMapGenerator
DrunkardsWalkMapGenerator
TunnelingMazeMapGenerator
TunnelingWithRoomsMapGenerator
Usage
Engine: Unity 3D (2019.2.17f1 Version)
License
- See License file
Version
- Version 0.1
References
- [Reddit Post] https://www.reddit.com/r/roguelikedev/comments/6df0aw/my_implementation_of_a_bunch_of_dungeon_algorithms/
- [Rogue Basin Article] http://www.roguebasin.com/index.php?title=Complete_Roguelike_Tutorial,_using_python%2Blibtcod,_part_3#Dungeon_generator
- [Rogue Basin Article] http://roguebasin.roguelikedevelopment.org/index.php?title=Dynamically_Sized_Maze
- [Rogue Basin Article] http://www.roguebasin.com/index.php?title=Random_Walk_Cave_Generation
- [Rogue Basin Article] http://roguebasin.roguelikedevelopment.org/index.php?title=Simple_maze
- [Rogue Basin Article] http://www.roguebasin.com/index.php?title=Cellular_Automata_Method_for_Generating_Random_Cave-Like_Levels
- [Rogue Basin Article] http://www.roguebasin.com/index.php?title=Basic_BSP_Dungeon_generation
- [Evil Science Blog] https://www.evilscience.co.uk/a-c-algorithm-to-build-roguelike-cave-systems-part-1/