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  • Description: Research project looking into the various techniques around creating procedurally generation dungeons. Focused on 3 primary techniques: Procedural Dungeon Generation, Binary Space Partitioning and Delaunay's Triangulation. Try it now!
  • Technology: Everything was created in Unity and the assets were purchased from the Unity asset storery it now! Try it now!
Procedural Dungeon Generation

The idea behind procedural dungeon generation is to build the dungeon one room at a time. You start by creating a room in the center. Then you choose a random room, a random wall in that room, a random spot on that wall and a random room or corridor. Check if you can place it at that location and place it if you can. You then repeat the for n number of iterations.

Binary Space Partitioning

Binary space partitioning starts with a single pre-defined area and then splits it in half either horizontally or veritcally from a random point. That process is repeated again until a number of iterations is reached or a minimum size is reached. From that point each space gets filled with a random sized room that would fit in that space. Those rooms will then chose to connect to another adjacent space's room or not. Those that do fill the connection with a cooridor.

Delaunay's Triangulation

The technique starts by creating a number of varying rectangles at the center of the space. They are then pushed outwards in a circle till none of them overlap. Then based on some type of parameter, 150% of the mean size of all rooms, main rooms are chosen. These rooms are then triangulated to make the connections between them. Of those connections only a few of them are chosen by using a minimum spanning tree.

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