Procedurally Generated 3D Dungeons
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Channel: Vazgriz
Views: 133,937
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Id: rBY2Dzej03A
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Length: 9min 41sec (581 seconds)
Published: Tue Nov 16 2021
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Haha "If you want more videos like this, don't get your hopes up." That kind of statement gets my hopes up!
Really nice vid, enjoyed the share, thanks for that.
This is an algorithm that can be used to generate dungeons. This algorithm works in 2D or 3D.
Also available in text form here: https://vazgriz.com/119/procedurally-generated-dungeons/
Nice algorithm and your writeup that you linked in another comment was very concise and easy to digest! I always like seeing room-based generation instead of just random cellular automata generation (which also serves a different purpose and can help produce more natural cave-like maps, for sure).
Another way to do room-based generation that I'm a huge fan of and have probably written countless times in various languages over past half decade is by, tl;dr,
Works pretty succinctly, especially if you want to create handcrafted rooms or handle your room generation modularly and separately! If you add hallway/corridor type room patterns, then you essentially get a similar effect as placing rooms and building out the hallways.
eg. https://stuff.worldof.xyz/gen/
Interesting watch! Thanks for sharing
This is pretty much porn for me. Thank you!
This looks fantastic!
Impressive, good production values and well explained.
I found a nice way to do the first step of placing the rooms. Generate rooms and place them at the origin then add some random offsets to them. Then give them rigid bodies and bounding boxes and random physics materials and run a physics simulation for a bit and they will separate in a way that they are somewhat together but always a new interesting shape. Without doing this the dungeon always seems to be some squareish layout.
One thing i got stuck on before stopping was furniture layout generation, I had made some templates but they just get so repetitive.
Nice work! Figuring some of that stuff out must've been mind bending.