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Code Exploration - Procedural Dungeon Generation 

Odda
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This video was put together as part of an assessment for a University course I am taking.
Want to play some of my games? They can all be downloaded for free here: olivercoates1....
My portfolio: www.oliver-coa...
References:
[1] - Graph Based Dungeon Generation - ondra.nepozite...
[2] - Poisson Disk Sampling - / implementation-of-pois...
[3] - Aligned Bounding Boxes - www.sciencedir...
[4] - Collision Detection Using the Separating Axis Theorem - code.tutsplus....
[5] - Procedurally Generated 3D Dungeons - • Procedurally Generated...

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29 сен 2024

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Комментарии : 7   
@snooglemunch
@snooglemunch 3 месяца назад
The reason why you should not discard the graph design is because you can implement "flavor rules" that make dungeons more interesting. For example, if you design a main hub area, then any path that leads to a treasure, can be made to have a shortcut back to the hub. One of the more frustrating things about procedural dungeon design is that often there is lots of backtracking
@jegga9199
@jegga9199 3 месяца назад
*Grāph
@Versette
@Versette 3 месяца назад
Very interesting, strange how you have so little views
@odda5758
@odda5758 3 месяца назад
Thanks!
@chironthefloof2920
@chironthefloof2920 3 месяца назад
pokemon mystery dungeon kinda
@zaksta
@zaksta 3 месяца назад
Great stuff! Could you make it so the hallways can intersect?
@odda5758
@odda5758 3 месяца назад
Thanks! I definitely could, though it would require a bit of a restructure of my code. When I plan to come back to this project I want to be bit more ambitous - focusing on procedurally generating geometry which fits with the gameplay (half pipes, multi-level rooms, hidden areas etc), rather than just ornately placed rooms :)
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