AI
A IR E S E A R C H
My project was created using the C++ Win32 Engine developed by my teacher at the University of Applied Sciences Howest. The algorithm is inspired by Tyrant's technique, which strategically selects to maintain aesthetic coherence and ensures an equal probability distribution for balanced and elegant dungeon generation. Additionally, the RNG algorithm generates numerical values that are unpredictable and lack any discernible pattern.
score screen
Probabilistic Room Placement
Grid-Based Activation
Probability distributions to influence the size and shape of rooms
Probability-based decisions to the formation of corridors
Utilize probability distributions to determine where rooms are likely to appear within the dungeon
Enter and Exit of the dungeon
start screen
game screen
The algorithm
Overview In this algorithm, a "feature" refers to any type of map component, such as a large room, small room or corridor.
  1. Fill the whole map with solid earth
  2. Dig out a single room in the centre of the map
  3. Pick a wall of any room
  4. Decide upon a new feature to build
  5. See if there is room to add the new feature through the chosen wall
  6. If yes, continue. If no, go back to step 3
  7. Add the feature through the chosen wall
  8. Go back to step 3, until the dungeon is complete
  9. Add the enter and exit stairs at random points in map
GitHub link:
Visit GitHub
Download build: