Code Exploration - Procedural Dungeon Generation

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  • čas přidán 14. 06. 2024
  • 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...
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Komentáře • 7

  • @snooglemunch
    @snooglemunch Před 14 dny +5

    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 Před 14 dny +4

    Very interesting, strange how you have so little views

  • @zaksta
    @zaksta Před 13 dny

    Great stuff! Could you make it so the hallways can intersect?

    • @odda5758
      @odda5758  Před 12 dny

      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 Před 14 dny +1

    pokemon mystery dungeon kinda

  • @jegga9199
    @jegga9199 Před 12 dny +1

    *Grāph