Code Exploration - Procedural Dungeon Generation

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Odda

Odda

14 күн бұрын

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.itch.io/
My portfolio: www.oliver-coates.com/
References:
[1] - Graph Based Dungeon Generation - ondra.nepozitek.cz/blog/graph...
[2] - Poisson Disk Sampling - / implementation-of-pois...
[3] - Aligned Bounding Boxes - www.sciencedirect.com/topics/...
[4] - Collision Detection Using the Separating Axis Theorem - code.tutsplus.com/collision-d...
[5] - Procedurally Generated 3D Dungeons - • Procedurally Generated...

Пікірлер: 7
@snooglemunch
@snooglemunch 11 күн бұрын
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
@Versette
@Versette 12 күн бұрын
Very interesting, strange how you have so little views
@odda5758
@odda5758 12 күн бұрын
Thanks!
@zaksta
@zaksta 10 күн бұрын
Great stuff! Could you make it so the hallways can intersect?
@odda5758
@odda5758 10 күн бұрын
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 :)
@chironthefloof2920
@chironthefloof2920 11 күн бұрын
pokemon mystery dungeon kinda
@jegga9199
@jegga9199 9 күн бұрын
*Grāph
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