Comments (2)
Thanks for the input
The project I am working on is just a personal side project - I am working on making an online MUD game with html/signalR in .Net Core - Where players can create their own content and build the gameworld - think of it like a Minecraft that forces you to use your imagination.
Not going to be anything fancy with unity etc - but one of the major components of the game is the map display - I have it all working for the worldmap - which is generated per world. It was just the 2d mapping for interior areas which was going to be a little complex - until I came across your library - which looks like it might be a good starting point.
from edgar-dotnet.
The easiest way would probably be to add one helper room to the rooms graph which would be connected to the room that should have the doorway to the outside. You would not render the helper room - you would just use the door position of the room as your doorway to the outside. You could probably use a simple 1x1 room with doors on each side for your helper room - we want to make it as simple as possible to lay out that room and not slow down the whole algorithm.
P.S. If you, by any chance, use Unity to develop your game, you can check out the Unity implementation of the plugin here - https://github.com/OndrejNepozitek/ProceduralLevelGenerator-Unity
P.S.S. I'm just starting to work on my master thesis that will be about improvements of this algorithm/library. I'd love to hear any feedback you have on the algorithm. And if your use case isn't super secret, I could tell you if the library is the right tool for your needs. So if you're interested in my opinion or have any feedback, you can write me a mail to [email protected]
from edgar-dotnet.
Related Issues (20)
- Performance: simulated annealing parameters
- Chain decomposition: faces connected by chains
- Improve exception messages
- Allow doors with zero length HOT 1
- Update config format to reflect new transformations
- Refactor configuration spaces generator
- .NET Standard
- Throwing exceptions when trying to get layouts. HOT 5
- Add possibility to choose that no two neighbouring rooms should be same
- Two-stage generation
- Output 'points' or json structure to determine position of the rooms on output images? HOT 2
- Room shape smoothing
- Algorithm simplification
- Suggestion: Sub-shapes within Rooms HOT 1
- Performance optimization - evolving generator configurations
- Roadmap
- Notes on performance
- Get json HOT 2
- Memory leak
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