“TinyKeep” style
- https://github.com/jongallant/DungeonGenerator neat picture
- http://www.gamasutra.com/blogs/AAdonaac/20150903/252889/Procedural_Dungeon_Generation_Algorithm.php “minimum spanning tree”
- https://www.reddit.com/r/gamedev/comments/1dlwc4/procedural_dungeon_generation_algorithm_explained/ more on same algo
- https://www.reddit.com/r/proceduralgeneration/comments/71spv4/generating_dungeons_using_predefined_rooms_from_a/ seems nice but not sure it is for me.
Daggerfall
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https://web.archive.org/web/20160925032456/http://blog.elysianlegends.com/?p=11 where I originally got the idea of “prefab” rooms. Unfortunately no good ideas here for solving the multiple door connection issues.
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https://gamedevelopment.tutsplus.com/tutorials/bake-your-own-3d-dungeons-with-procedural-recipes–gamedev-14360 daggerfall, same method I use in remapper.
Other Links
- https://en.wikipedia.org/wiki/Relative_neighborhood_graph good for keeping paths between rooms short
- http://journal.stuffwithstuff.com/2014/12/21/rooms-and-mazes/ 3 maze-y 5 me