tag:blogger.com,1999:blog-6886603341095434914.post8019934358775057794..comments2008-03-19T03:28:20.175-07:00Comments on Mirage Developer Diary: First Week: Updatersalsmanhttp://www.blogger.com/profile/13991783955855550633noreply@blogger.comBlogger7125tag:blogger.com,1999:blog-6886603341095434914.post-23730619635681301872008-01-31T21:27:00.000-08:002008-01-31T21:27:00.000-08:00That's a good article. I'll have to implement some...That's a good article. I'll have to implement some of those ideas into my dungeon creation algorithms. Do you have any other RL related articles?rsalsmanhttps://www.blogger.com/profile/13991783955855550633noreply@blogger.comtag:blogger.com,1999:blog-6886603341095434914.post-9758404620305176532008-01-30T23:54:00.000-08:002008-01-30T23:54:00.000-08:00Hi, just found your blog. I'm also developing a RL...Hi, just found your blog. I'm also developing a RL. You might be interested in a quick article I wrote on my blog about how I handle random dungeon generation<BR/><BR/>http://www.peachysoft.com/?p=84Joshua Smythhttps://www.blogger.com/profile/09117983168466621453noreply@blogger.comtag:blogger.com,1999:blog-6886603341095434914.post-22325570466936911012008-01-30T12:48:00.000-08:002008-01-30T12:48:00.000-08:00Also, there are some really excellent articles on ...Also, there are some really excellent articles on the subject of dungeon generation generally - I found http://www.aarg.net/~minam/dungeon.cgi really good because you got a working example with variables to fiddle - although, as a previous poster suggested doing, it's a corridor first, rooms second method.The Mud Hutterhttps://www.blogger.com/profile/01888716804846246430noreply@blogger.comtag:blogger.com,1999:blog-6886603341095434914.post-19620851489107290832008-01-30T12:42:00.000-08:002008-01-30T12:42:00.000-08:00It shouldn't bee too hard to make an algorithm tha...It shouldn't bee too hard to make an algorithm that digs a corridor from point A to B and have it look like a corridor (ie, mostly long, straight lines), and have it finish the corridor as soon as it hits any gap (be it the destination room or a corridor in-between). So it should be straightforward to do this from one room to the next, in placed order. And from there it should be fairly easy to have it occasionally create more than 1 corridor leaving a room going to a random other room. But, I'm not sure how good this will actually look when executed - I'll let you know when I've got it working ;)The Mud Hutterhttps://www.blogger.com/profile/01888716804846246430noreply@blogger.comtag:blogger.com,1999:blog-6886603341095434914.post-35336310460680035382008-01-28T23:20:00.000-08:002008-01-28T23:20:00.000-08:00Another approach is to place your tunnels first an...Another approach is to place your tunnels first and then place the rooms over them.<BR/><BR/>Rooms are placed using some scoring algorithm where for example locations with tunnels intersecting rooms would have a better score.Dirk Kokhttps://www.blogger.com/profile/15857128158095957668noreply@blogger.comtag:blogger.com,1999:blog-6886603341095434914.post-51582441789766093202008-01-28T18:15:00.000-08:002008-01-28T18:15:00.000-08:00I haven't actually connected any rooms yet. This i...I haven't actually connected any rooms yet. This is also something I've been trying to figure out the best way to do this as well.<BR/><BR/>I think it depends on the algorithm you're using. Some algorithms would be able to handle connectivity very well. The algorithms that start at a point and then tunnel through the dungeon until they've built would easy to keep connected. Other algorithms would be not so trivial to add support for connectivity.<BR/><BR/>For the most part I plan to have each map have a list of entrance/exit points, and I'll need to make sure my creation algorithms are smart enough to ensure that adjacent rooms remain connected.<BR/><BR/>Did you have any ideas for implementing connectivity?rsalsmanhttps://www.blogger.com/profile/13991783955855550633noreply@blogger.comtag:blogger.com,1999:blog-6886603341095434914.post-33242108780203202332008-01-28T12:03:00.000-08:002008-01-28T12:03:00.000-08:00Out of interest, what kind of method did you use t...Out of interest, what kind of method did you use to connect dungeon rooms? Placing rooms is easy, but I found connecting them AND guaranteeing that they were all connected to be difficult. (read:I'm stuck on that part!)The Mud Hutterhttps://www.blogger.com/profile/01888716804846246430noreply@blogger.com