Procedural Dungeon Generator
Studio
Solo Project
Year
2020
Engine
Unity
Location
Burlington, Vermont
This tool will procedurally generate a dungeon-type floor layout commonly used in "dungeon crawler" style games such as Diablo.
The steps of the algorithm are as follows:
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Rooms are generated at random sizes in the center.
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Using rigid body physics, all the rooms are separated and then positions are cleaned up to the nearest point.
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“Main Rooms”, rooms larger than slightly above the average room size, are designated, shown in red.
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Each Main Room is connected to its nearest neighbors. (Green Lines)
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Unnecessary connections are discarded and the “quickest” path between all the rooms is solved. (Less Green Lines)
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Rooms that will have paths between them are designated (Rooms with green lines, 3 more are added here)
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Using existing non main rooms, corridors are created between all main rooms according to the green lines in linear paths. Certain pathway pieces are inserted where necessary. (Blue Lines)
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Sweeping objects are sent out to ensure corridors/pathways are according to specification and fix anything needed.
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Based on algorithm detailed by adn.
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