News: Read the
RULES
before posting.
1 Hour
1 Day
1 Week
1 Month
Forever
November 22, 2024, 04:44:31 PM
Temple of The Roguelike Forums
»
Announcements
»
Traditional Roguelikes (Turn Based)
»
libdrunkard - generic procedural 2d map generator
Home
Help
Search
Login
Register
« previous
next »
Print
Pages: [
1
]
Author
Topic: libdrunkard - generic procedural 2d map generator (Read 4265 times)
jab
Newcomer
Posts: 4
Karma: +0/-0
libdrunkard - generic procedural 2d map generator
«
on:
October 03, 2012, 11:06:37 PM »
Just thought I'd announce this here. I've been showing off some of the maps this can generate to #rgrd for the past couple of months, so I decided to turn it into a generic library.
GitHub:
https://github.com/jabb/libdrunkard
Documentation (and screenshots!):
http://jabb.github.com/libdrunkard/
Let me know what you think!
Logged
getter77
Protector of the Temple
Global Moderator
Rogueliker
Posts: 4957
Karma: +4/-1
Re: libdrunkard - generic procedural 2d map generator
«
Reply #1 on:
October 04, 2012, 12:05:16 AM »
Some nice sample screens there---well done! I can only imagine the nifty chaos something like this would result in for a 3D or just multi-dimensional/gradient dungeon using this general method.
Logged
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training
jab
Newcomer
Posts: 4
Karma: +0/-0
Re: libdrunkard - generic procedural 2d map generator
«
Reply #2 on:
October 04, 2012, 02:21:56 AM »
Thanks! Scaling this to 3D isn't that large of a task, thought, I'd imagine it would be MUCH harder on the CPU.
You can look at examples/cave.c and then examples/dung.c to get an idea on how the library works at a basic level.
Logged
Print
Pages: [
1
]
« previous
next »
Temple of The Roguelike Forums
»
Announcements
»
Traditional Roguelikes (Turn Based)
»
libdrunkard - generic procedural 2d map generator