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Procedural Dungeon Generation #2 #7
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Very informative! Is there anywhere we can see the source to play around with the values on our own some? |
No, code is too messy and it won't work on it's own without my game's code either. |
What a pity, this looks amazing, I would love to see the source to play around with the values! EDIT: Also it looks like you use Lua, I'd love to see at least the hallways code... |
How did you make these gorgeous previews? |
Kudos for putting so much effort into writing this up and creating visualizations. Very clear to read and understand! |
@davidahines I used Licecap to record the gifs. Or do you mean something else? |
I just mean the great visualizations, or do you just dump your map output? On Mon, Aug 31, 2015 at 3:38 PM, adn notifications@github.com wrote:
|
That's really cool! As soon as I saw the map though, I thought metroidvania! That'd be an interesting challenge, procedural making sure that all the exits are accessible. |
@davidahines Yea I just take the map's output and draw it. On some steps I draw additional stuff to make visualization easier. @etler That's definitely doable from the layout that this algorithm generally constructs. Since all main rooms (the red ones) are connected you can get from any of them to any other. The hard part would be figuring out the directions in which you can go (the graph so far is not directed) and where to place doors or obstacles that lock out an entire area. |
Hey @adonaac, I sent you a message about this on the LÖVE forum a while ago; I really like these posts, but don't you want to move them to an actual blog? If you want me to, I'll happily send you a pull request with a jekyll version of all the content; you can keep writing your posts in markdown and github will host it for you, but it would look much nicer and would free up the issues page for actual issues and enhancement ideas. (also sorry for the derail, but I don't want to mess up your clean issues with this) |
@S0lll0s Nah I like it better this way. I had one at http://psychoky.me but it's much easier to just do everything here |
@adonaac your blog would still be just a github repo and the posts would be markdown files. All the HTML is generated by the github server at runtime. |
I'm fine thanks 👌 |
sooo cool 👍 |
This is an incredible writeup. The gifs help explain a ton! Thank you so much for sharing. |
Excellent tutorial! Thank you so much for this. |
Nice tutorial! |
Seriously, @adonaac , don't laugh, but have you considered submitting this writeup to gamedev.net ? |
Excellent breakdown! Inspired me to make my own version. Still WIP! |
Fantastic! Thanks for sharing this! |
Made a web version if anyone is into that. |
Can you tell us more about the separation steering behavior, or the physics you're using to separate the rooms? |
I'm using box2d with LÖVE, more specifically https://github.com/adonaac/hxdx. So what I do is for each room is I create a collider and then after all colliders are created I just step the physics world forward. The physics engine takes care of doing the separation. After all bodies are not awake anymore (it's all in equilibrium) I delete all colliders and destroy the physics world. |
Thanks, I was trying to do it with a homemade AABB system, but the tutorial on tutsplus is shitty so i'll use the box2d binding for C++. At how much did you put the gravity on the world? |
0, 0. You don't want your rooms falling in any direction, probably |
You set it to zero or the bodies will just fall down forever. Setting rotation to fixed is also useful. |
Chiming in with another kudos and a link to my python implementation based on your article. Any more articles in the pipe? |
No... When I find something cool to write about I'll probably write something. But right now I'm just doing some boring totally not cool stuff. |
Just create a sample code with unity. here Replace some codes with which mentioned in this article dungeon-generation |
question, will this code be able to implemented in ue4 or cryengine? |
Hi, thank you for that nice post, I started to make my own implementation based on this post and also in lua / löve for further use . I have to say it is a really good description of how to do this 👍 😃 |
2015-08-30 22:29
This post explains a technique for generating randomized dungeons that was first described by TinyKeepDev here. I'll go over it in a little more detail than the steps in the original post. The general way the algorithm works is this:
Generate Rooms
First you wanna generate some rooms with some width and height that are placed randomly inside a circle. TKdev's algorithm used the normal distribution for generating room sizes and I think that this is generally a good idea as it gives you more parameters to play with. Picking different ratios between width/height mean and standard deviation will generally result in different looking dungeons.
One function you might need to do this is
getRandomPointInCircle
:You can get more info on how that works exactly here. And after that you should be able to do something like this:
One very important thing that you have to consider is that since you're (at least conceptually) dealing with a grid of tiles you have to snap everything to that same grid. In the gif above the tile size is 4 pixels, meaning that all room positions and sizes are multiples of 4. To do this I wrap position and width/height assignments in a function that rounds the number to the tile size:
Separate Rooms
Now we can move on to the separation part. There's a lot of rooms mashed together in one place and they should not be overlapping somehow. TKdev used the separation steering behavior to do this but I found that it's much easier to just use a physics engine. After you've added all rooms, simply add solid physics bodies to match each room's position and then just run the simulation until all bodies go back to sleep. In the gif I'm running the simulation normally but when you're doing this between levels you can advance the physics simulation faster.
The physics bodies themselves are not tied to the tile grid in any way, but when setting the room's position you wrap it with the
roundm
call and then you get rooms that are not overlapping with each other and that also respect the tile grid. The gif below shows this in action as the blue outlines are the physics bodies and there's always a slight mismatch between them and the rooms since their position is always being rounded:One issue that might come up is when you want to have rooms that are skewed horizontally or vertically. For instance, consider the game I'm working on:
Combat is very horizontally oriented and so I probably want to have most rooms being bigger in width than they are in height. The problem with this lies in how the physics engine decides to resolve its collisions whenever long rooms are near each other:
As you can see, the dungeon becomes very tall, which is not ideal. To fix this we can spawn rooms initially inside a thin strip instead of on a circle. This ensures that the dungeon itself will have a decent width to height ratio:
To spawn randomly inside this strip we can just change the
getRandomPointInCircle
function to spawn points inside an ellipse instead (in the gif above I usedellipse_width = 400
andellipse_height = 20
):Main Rooms
The next step simply determines which rooms are main/hub rooms and which ones aren't. TKdev's approach here is pretty solid: just pick rooms that are above some width/height threshold. For the gif below the threshold I used was
1.25*mean
, meaning, ifwidth_mean
andheight_mean
are 24 then rooms with width and height bigger than 30 will be selected.Delaunay Triangulation + Graph
Now we take all the midpoints of the selected rooms and feed that into the Delaunay procedure. You either implement this procedure yourself or find someone else who's done it and shared the source. In my case I got lucky and Yonaba already implemented it. As you can see from that interface, it takes in points and spits out triangles:
After you have the triangles you can then generate a graph. This procedure should be fairly simple provided you have a graph data structure/library at hand. In case you weren't doing this already, it's useful that your Room objects/structures have unique ids to them so that you can add those ids to the graph instead of having to copy them around.
Minimum Spanning Tree
After this we generate a minimum spanning tree from the graph. Again, either implement this yourself or find someone who's done it in your language of choice.
The minimum spanning tree will ensure that all main rooms in the dungeon are reachable but also will make it so that they're not all connected as before. This is useful because by default we usually don't want a super connected dungeon but we also don't want unreachable islands. However, we also usually don't want a dungeon that only has one linear path, so what we do now is add a few edges back from the Delaunay graph:
This will add a few more paths and loops and will make the dungeon more interesting. TKdev arrived at 15% of edges being added back and I found that around 8-10% was a better value. This may vary depending on how connected you want the dungeon to be in the end.
Hallways
For the final part we want to add hallways to the dungeon. To do this we go through each node in the graph and then for each other node that connects to it we create lines between them. If the nodes are horizontally close enough (their
y
position is similar) then we create a horizontal line. If the nodes are vertically close enough then we create a vertical line. If the nodes are not close together either horizontally or vertically then we create 2 lines forming an L shape.The test that I used for what
close enoughmeans calculates the midpoint between both nodes' positions and checks to see if that midpoint'sx or y
attributes are inside the node's boundaries. If they are then I create the line from that midpoint's position. If they aren't then I create two lines, both going from the source's midpoint to the target's midpoint but only in one axis.In the picture above you can see examples of all cases. Nodes 62 and 47 have a horizontal line between them, nodes 60 and 125 have a vertical one and nodes 118 and 119 have an L shape. It's also important to note that those aren't the only lines I'm creating. They are the only ones I'm drawing but I'm also creating 2 additional lines to the side of each one spaced by
tile_size
, since I want my corridors to be at least 3 tiles wide in either width or height.Anyway, after this we check to see which rooms that aren't main/hub rooms that collide with each of the lines. Colliding rooms are then added to whatever structure you're using to hold all this by now and they will serve as the skeleton for the hallways:
Depending on the uniformity and size of the rooms that you initially set you'll get different looking dungeons here. If you want your hallways to be more uniform and less weird looking then you should aim for low standard deviation and you should put some checks in place to keep rooms from being too skinny one way or the other.
For the last step we simply add 1 tile sized grid cells to make up the missing parts. Note that you don't actually need a grid data structure or anything too fancy, you can just go through each line according to the tile size and add grid rounded positions (that will correspond to a 1 tile sized cell) to some list. This is where having 3 (or more) lines happening instead of only 1 matters.
And then after this we're done! 🌀
END
The data structures I returned from this entire procedure were: a list of rooms (each room is just a structure with a unique id, x/y positions and width/height); the graph, where each node points to a room id and the edges have the distance between rooms in tiles; and then an actual 2D grid, where each cell can be nothing (meaning its empty), can point to a main/hub room, can point to a hallway room or can be hallway cell. With these 3 structures I think it's possible to get any type of data you could want out of the layout and then you can figure out where to place doors, enemies, items, which rooms should have bosses, and so on.
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