Gmail Calendar Documents Reader Web more »
Recently Visited Groups | Help | Sign in
Google Groups Home
Cavern-type dungeon generation
There are currently too many topics in this group that display first. To make this topic appear first, remove this option from another topic.
There was an error processing your request. Please try again.
flag
  13 messages - Expand all  -  Translate all to Translated (View all originals)
The group you are posting to is a Usenet group. Messages posted to this group will make your email address visible to anyone on the Internet.
Your reply message has not been sent.
Your post was successful
 
From:
To:
Cc:
Followup To:
Add Cc | Add Followup-to | Edit Subject
Subject:
Validation:
For verification purposes please type the characters you see in the picture below or the numbers you hear by clicking the accessibility icon. Listen and type the numbers you hear
 
Mike_aka_MD  
View profile  
 More options Apr 13 2002, 5:47 pm
Newsgroups: rec.games.roguelike.development
From: MDSc...@hotmail.com (Mike_aka_MD)
Date: 13 Apr 2002 14:47:57 -0700
Local: Sat, Apr 13 2002 5:47 pm
Subject: Cavern-type dungeon generation
I personally favor organic caverns to roomed dungeons, and plan to use
caverns in my roguelike.  I have created an algorithm for this; sample
results follow.  The problem with my algorithm is that there is no way
to ensure that all dungeon areas are accessable.  If anyone has any
ideas how i can connect the separate dungeon segments and still
maintain the cavern-like appearance of the dungeon id appreciate it.
also if you have any questions about my algorithm id be glad to answer
them.

########################################################################### ####
##############.........######....##...........#######..################.... .###
#############...........######.................##..................###..... .###
#############............######....................................###..... ####
#############............#######...................................###....# ####
############..............######...................................##.....# ####
###########.......................................................###.....# ####
###########......................................................###....... ####
###########.....................................................###........ .###
###########..................#.................................####........ ..##
############................###...............................#####........ ..##
############................###..............................#######....... ..##
############...............###......#...........##..........#########...... ..##
###########...............###......##.........#####........###########..... ..##
##########...............###.................#######....##############..... ..##
####..####...............###................##########################..... ..##
####...##.......####.....###...............##########################...... ..##
####...........######....####.............###########################...... ..##
#####.........########..######............###########################...... .###
######.......##################..........#############################..... ####
########....######################.......################################## ####
####################################....################################### ####
########################################################################### ####

########################################################################### ####
#####..#######....###############################....##........#########... .###
####...............########..######.......######...................####.... ..##
####...............#######....####........#####....................####.... ..##
###................######.....####........#####...................####..... ..##
###............##########......##.........#####..................#####..... ...#
###...........###########................######.............#...######..... ...#
####..........############...............#####.............###..#####...... ...#
#####.........############..............####...............##########...... ...#
#####.........############..............####...............###########..... ...#
#####.........############..............####..............############..... ..##
#####.........############..............#####............############...... .###
#####.........############..............#####............###########....... .###
#####..........############..............###..............##########....... .###
####...........#############.......................####...##########....... ####
####...........#############......................######..#########......## ####
####..........##############............##.......#######..#########.....### ####
####.........###############........#######.....###################....#### ####
#####.....##################........#######...#####################...##### ####
############################........#######..#####################....##### ####
#############################.......#######..####################....###### ####
##################################################################..####### ####
########################################################################### ####


    Reply to author    Forward  
You must Sign in before you can post messages.
To post a message you must first join this group.
Please update your nickname on the subscription settings page before posting.
You do not have the permission required to post.
Dave Slutzkin  
View profile  
 More options Apr 13 2002, 8:43 pm
Newsgroups: rec.games.roguelike.development
From: Dave Slutzkin <d...@labyrinth.net.au>
Date: Sun, 14 Apr 2002 10:52:42 +1000
Local: Sat, Apr 13 2002 8:52 pm
Subject: Re: Cavern-type dungeon generation
On 13 Apr 2002, Mike_aka_MD wrote:

> I personally favor organic caverns to roomed dungeons, and plan to use
> caverns in my roguelike.  I have created an algorithm for this; sample
> results follow.  The problem with my algorithm is that there is no way
> to ensure that all dungeon areas are accessable.

<snip dungeons>

(They look good.)

It looks like they're always connected vertically, and it's just
horizontally that you've got the problem.  So maybe do some sort of
horizontal flooding?  Start at the leftmost square, then keep moving
right until you can move no more.  Do the same from the right.  If they
haven't reached each other then one can drill through a wall to make a
passage.

Or, for gameplay, you could just make sure that the two sets of stairs are
connected?  Or you could avoid the whole issue by allowing the player to
tunnel a lot?  ;-)

later,

Dave Slutzkin.


    Reply to author    Forward  
You must Sign in before you can post messages.
To post a message you must first join this group.
Please update your nickname on the subscription settings page before posting.
You do not have the permission required to post.
Ville Heikkilä  
View profile  
 More options Apr 14 2002, 10:44 am
Newsgroups: rec.games.roguelike.development
From: Ville Heikkilä <kebb...@hotmail.com>
Date: Sun, 14 Apr 2002 17:45:18 +0200
Local: Sun, Apr 14 2002 11:45 am
Subject: Re: Cavern-type dungeon generation

Mike_aka_MD wrote:
> I personally favor organic caverns to roomed dungeons, and plan to use
> caverns in my roguelike.  I have created an algorithm for this; sample
> results follow.  The problem with my algorithm is that there is no way
> to ensure that all dungeon areas are accessable.  If anyone has any
> ideas how i can connect the separate dungeon segments and still
> maintain the cavern-like appearance of the dungeon id appreciate it.
> also if you have any questions about my algorithm id be glad to answer
> them.

I got very similar results playing around with an algorith wich used
game-of-life style rules repeatedly to semi-randomly created starting
position.

If your algorithm is anything like that, you could check for
accessibility at some very early stage of generation. If the algorithm
then finds enough large areas that are seperated from each other it can
find the shortest possible tunnel to connect these two areas and create
the tunnel. The rest steps of the algorithm probably take care of making
the tunneled area look like rest of the level.

--
VTT


    Reply to author    Forward  
You must Sign in before you can post messages.
To post a message you must first join this group.
Please update your nickname on the subscription settings page before posting.
You do not have the permission required to post.
Jesse Welton  
View profile  
 More options Apr 14 2002, 12:48 pm
Newsgroups: rec.games.roguelike.development
From: welto...@RemoveThis.osu.edu (Jesse Welton)
Date: Sun, 14 Apr 2002 12:51:25 -0400
Local: Sun, Apr 14 2002 12:51 pm
Subject: Re: Cavern-type dungeon generation
In article <9d3a89d7.0204131347.6710a...@posting.google.com>,

MDSc...@hotmail.com (Mike_aka_MD) wrote:
> I personally favor organic caverns to roomed dungeons, and plan to use
> caverns in my roguelike.  I have created an algorithm for this; sample
> results follow.  The problem with my algorithm is that there is no way
> to ensure that all dungeon areas are accessable.  If anyone has any
> ideas how i can connect the separate dungeon segments and still
> maintain the cavern-like appearance of the dungeon id appreciate it.

Use a flood-fill to identify each separate region.  Use A* to find
the shortest connecting paths between them, then cut tunnels of an
appropriate width along those paths.  I'll give some possible results
for your example maps, using a digging pattern like this:

  :
 :!:
  :

(That is, the shortest path is marked as '!', and I'm also digging out
the nearest neightbors, marking them as ':'.)

########################################################################### ####
##############.........######....##...........#######..################.... .###
#############...........######.................##..................###..... .###
#############............######....................................###..... ####
#############............#######...................................::#....# ####
############..............######...................................!!.....# ####
###########.......................................................#::.....# ####
###########......................................................###....... ####
###########.....................................................###........ .###
###########..................#.................................####........ ..##
############................###...............................#####........ ..##
############................###..............................#######....... ..##
############...............###......#...........##..........#########...... ..##
###########...............###......##.........#####........###########..... ..##
##########...............###.................#######....##############..... ..##
####..####...............###................##########################..... ..##
####...##.......####.....###...............##########################...... ..##
####...........######....####.............###########################...... ..##
#####.........########..######............###########################...... .###
######.......##################..........#############################..... ####
########....######################.......################################## ####
####################################....################################### ####
########################################################################### ####

########################################################################### ####
#####..#######....###############################....##........#########... .###
####...............########..######.......######...................:::#.... ..##
####...............::::::#....####........#####....................!!!:.... ..##
###................!!!!!!.....####........#####...................#:::..... ..##
###............####::::::......##.........#####..................#####..... ...#
###...........###########................######.............#...######..... ...#
####..........############...............#####.............###..#####...... ...#
#####.........############..............####...............##########...... ...#
#####.........############..............####...............###########..... ...#
#####.........############..............####..............############..... ..##
#####.........############..............#####............############...... .###
#####.........############..............#####............###########....... .###
#####..........############..............###..............##########....... .###
####...........#############.......................####...##########....... ####
####...........#############......................######..#########......## ####
####..........##############............##.......#######..#########.....### ####
####.........###############........#######.....###################....#### ####
#####.....##################........#######...#####################...##### ####
############################........#######..#####################....##### ####
#############################.......#######..####################....###### ####
##################################################################..####### ####
########################################################################### ####

It might not produce very satisfying results (too straight) if the cavern
sections are ever much farther apart than this, though.

Does that help?

-Jesse


    Reply to author    Forward  
You must Sign in before you can post messages.
To post a message you must first join this group.
Please update your nickname on the subscription settings page before posting.
You do not have the permission required to post.
Jesse Welton  
View profile  
 More options Apr 14 2002, 1:03 pm
Newsgroups: rec.games.roguelike.development
From: welto...@RemoveThis.osu.edu (Jesse Welton)
Date: Sun, 14 Apr 2002 13:06:10 -0400
Local: Sun, Apr 14 2002 1:06 pm
Subject: Re: Cavern-type dungeon generation
In article <Pine.LNX.4.33.0204141049230.260-100...@genghis.demon>, Dave

Slutzkin <d...@labyrinth.net.au> wrote:

> It looks like they're always connected vertically, and it's just
> horizontally that you've got the problem.  

I suspect that this is entirely due to the fact that the map is almost
4 times as wide as it is tall, so that this property is likely, but not
guaranteed.  I would avoid any solution that depended on it.

-Jesse


    Reply to author    Forward  
You must Sign in before you can post messages.
To post a message you must first join this group.
Please update your nickname on the subscription settings page before posting.
You do not have the permission required to post.
Mystran the Dark-Elf  
View profile  
 More options Apr 14 2002, 8:40 pm
Newsgroups: rec.games.roguelike.development
From: "Mystran the Dark-Elf" <myst...@ltv.cx>
Date: Mon, 15 Apr 2002 03:33:22 +0300
Local: Sun, Apr 14 2002 8:33 pm
Subject: Re: Cavern-type dungeon generation

"Mike_aka_MD" <MDSc...@hotmail.com> wrote in message

news:9d3a89d7.0204131347.6710ad33@posting.google.com...

> I personally favor organic caverns to roomed dungeons, and plan to use
> caverns in my roguelike.  I have created an algorithm for this; sample
> results follow.  The problem with my algorithm is that there is no way
> to ensure that all dungeon areas are accessable.  If anyone has any
> ideas how i can connect the separate dungeon segments and still
> maintain the cavern-like appearance of the dungeon id appreciate it.
> also if you have any questions about my algorithm id be glad to answer
> them.

I did some caverns with a system as follows:

 1. set i = 0 and fill the map with wall
 2. clear random spot
 3. move to a random direction from that spot (N, E, W, S)
 4. clear that spot
 5. substract 1 from i
 6. jump to 3 if i < imax

imax value depends on how much you want to clear but try something
like 1/4 of the blocks on the map first..

improved version check whether a spot is already cleared, and if it is
doesn't decrement i. This gives you better control of the size of the
cave and a bit better games..

Yes, these caves are much more random than yours, but.. well.. I like
them more fun also... try.. for you might be surprised on the results.

You want a good LOS system that highlights the visible are with this though
as otherwise it is quite hard to figure out what's really happening around.

 - Mystran


    Reply to author    Forward  
You must Sign in before you can post messages.
To post a message you must first join this group.
Please update your nickname on the subscription settings page before posting.
You do not have the permission required to post.
Mike_aka_MD  
View profile  
 More options Apr 14 2002, 9:00 pm
Newsgroups: rec.games.roguelike.development
From: MDsc...@hotmail.com (Mike_aka_MD)
Date: 14 Apr 2002 18:00:13 -0700
Local: Sun, Apr 14 2002 9:00 pm
Subject: Re: Cavern-type dungeon generation

Ville Heikkilä <kebb...@hotmail.com> wrote in message <news:3CB9A40E.5070702@hotmail.com>...
> I got very similar results playing around with an algorith wich used
> game-of-life style rules repeatedly to semi-randomly created starting
> position.

> If your algorithm is anything like that, you could check for
> accessibility at some very early stage of generation. If the algorithm
> then finds enough large areas that are seperated from each other it can
> find the shortest possible tunnel to connect these two areas and create
> the tunnel. The rest steps of the algorithm probably take care of making
> the tunneled area look like rest of the level.

sounds good, make sure the cavern is continuous first and then smooth
it over to make it look right.  Now how would i go about checking for
continuousness and correcting a lack of it?
                                    Thanks~ Mike

    Reply to author    Forward  
You must Sign in before you can post messages.
To post a message you must first join this group.
Please update your nickname on the subscription settings page before posting.
You do not have the permission required to post.
Ville Heikkilä  
View profile  
 More options Apr 15 2002, 3:24 pm
Newsgroups: rec.games.roguelike.development
From: Ville Heikkilä <kebb...@hotmail.com>
Date: Mon, 15 Apr 2002 22:25:09 +0200
Local: Mon, Apr 15 2002 4:25 pm
Subject: Re: Cavern-type dungeon generation

Mike_aka_MD wrote:
> Ville Heikkilä <kebb...@hotmail.com> wrote in message <news:3CB9A40E.5070702@hotmail.com>...

[clipped algorithm description]

> sounds good, make sure the cavern is continuous first and then smooth
> it over to make it look right.  Now how would i go about checking for
> continuousness and correcting a lack of it?

There are good articles writen on that topic and newsgroup search with
google will probably give you some answers too.

--
VTT


    Reply to author    Forward  
You must Sign in before you can post messages.
To post a message you must first join this group.
Please update your nickname on the subscription settings page before posting.
You do not have the permission required to post.
Bru, Pierre  
View profile  
 More options Apr 16 2002, 6:18 am
Newsgroups: rec.games.roguelike.development
From: pierre....@spotimage.fr (Bru, Pierre)
Date: 16 Apr 2002 03:18:32 -0700
Local: Tues, Apr 16 2002 6:18 am
Subject: Re: Cavern-type dungeon generation
hi,

I used a Diffusion-Limited Aggregation [search DLA, fractal, or go
directly to http://www.oche.de/~ecotopia/dla/index.html] to generate
caves looking like the attached screenshot. I did not posted the
programm yet as it is desperately slow (I do all my testings on my old
i486-DX12: if the speed is fair on that machine, it will burst on
every other)

Pierre.
---

###.###.....#############...#..##..######....########..#........##......... ...
#######..#..##############....###.###.####..#####.###.....###.############# ###
#.#.####...#####..###########.#...##..###..######.##..#######...########### ###
#...######..##..#.#########...#..###.####.#######..#..#.###.#.############# ###
##..######.####...###########.....##.####.########.#........############### ###
...#######..####..###############....####.#####.##...###.##.############### ###
##....#####...#.#.##################......#####.##.#..#####.############### ###
##.##....##.#.........###############.#########....##.#####....############ ###
########....###.#.###....#.##########..#######..##.######################## ###
#####.##.#.###..########.........#####.#####.#..##.######################## ###
##.......#.####.########.#####.#.#####..##.#.#....######################### ###
##.##.#########.##############.#.####...........########################### ###
#..############.##########.###.#...........###....######.#..############### ###
....###########.#########...######.#.###.#..##.#...#####...################ ###
##.########################........#.#########.##..##......#..######.....## ###
###########################..###..#..########...##.#..####.#..##..#..###### ###
######################.#####.###.##.#######.....##...#####...###.#...###### ###
###################....#########.##.#########.#.###....###.#.........###.## ##.
.##################.....#######..#...########.#.####.#.#######.#.###...#.#. #..
#######################..####....###..#######...####.#..#####..#..####..... #..
########################.......####...#####.....##...#########.##..#######. ...
#####################....#.#.#.####.#.#######.######.#########.##......###. ###
################.......###.###.####.#.#######.######..########..#.##..##... ###
#####################..###..#..######...##########...########..##..#######. ..#

MDSc...@hotmail.com (Mike_aka_MD) wrote in message <news:9d3a89d7.0204131347.6710ad33@posting.google.com>...
> I personally favor organic caverns to roomed dungeons, and plan to use
> caverns in my roguelike.  I have created an algorithm for this; sample
> results follow.  The problem with my algorithm is that there is no way
> to ensure that all dungeon areas are accessable.  If anyone has any
> ideas how i can connect the separate dungeon segments and still
> maintain the cavern-like appearance of the dungeon id appreciate it.
> also if you have any questions about my algorithm id be glad to answer
> them.

[--sniped screenshot--]

    Reply to author    Forward  
You must Sign in before you can post messages.
To post a message you must first join this group.
Please update your nickname on the subscription settings page before posting.
You do not have the permission required to post.
oli g  
View profile  
 More options Apr 16 2002, 8:58 am
Newsgroups: rec.games.roguelike.development
From: oli g <ol...@gmx.de>
Date: Tue, 16 Apr 2002 14:55:23 +0200
Local: Tues, Apr 16 2002 8:55 am
Subject: Re: Cavern-type dungeon generation

"Bru, Pierre" schrieb:

IMHO your generated caves are not really caves (they are more like tunnels), but if you would combine your
algorithm with that one of Mike_aka_MD (from the original post) you would have big caves, connected by
not-so-straight tunnels.

Oli


    Reply to author    Forward  
You must Sign in before you can post messages.
To post a message you must first join this group.
Please update your nickname on the subscription settings page before posting.
You do not have the permission required to post.
Ville Heikkilä  
View profile  
 More options Apr 16 2002, 10:28 am
Newsgroups: rec.games.roguelike.development
From: "Ville Heikkilä" <sorry...@spam.invalid>
Date: Tue, 16 Apr 2002 17:14:15 +0200
Local: Tues, Apr 16 2002 11:14 am
Subject: Re: Cavern-type dungeon generation

"Mike_aka_MD" <MDsc...@hotmail.com> kirjoitti viestissä
news:b27649f7.0204141700.37bab722@posting.google.com...

> sounds good, make sure the cavern is continuous first and then smooth
> it over to make it look right.  Now how would i go about checking for
> continuousness and correcting a lack of it?

Hi, a gave my algorithm some more toughts and came up with this:

First you create the "seed" of the dungeon and save it. Then you create the
dungeon from the "seed" as usual ignoring contiousness. Then you check if
the dungeon is continuous and if it is not, you calculate the shortest
possible paths to make the dungeon continuous. After that you carve out the
shortest possible paths to the "seed" of the dungeon and then use this seed
to create the final dungeon. You probably need  to use wider than 1 char
paths so the newly created tunnels survive to the final dungeon, you could
use the
 #
#!#
 #
pattern someone suggested before.

--
VTT


    Reply to author    Forward  
You must Sign in before you can post messages.
To post a message you must first join this group.
Please update your nickname on the subscription settings page before posting.
You do not have the permission required to post.
stank-monkey  
View profile  
 More options Apr 16 2002, 11:02 am
Newsgroups: rec.games.roguelike.development
From: thr33daysm...@hotmail.com (stank-monkey)
Date: 16 Apr 2002 08:02:26 -0700
Local: Tues, Apr 16 2002 11:02 am
Subject: Re: Cavern-type dungeon generation

welto...@RemoveThis.osu.edu (Jesse Welton) wrote in message <news:welton.6-1404021251250001@ts33-11.homenet.ohio-state.edu>...
> In article <9d3a89d7.0204131347.6710a...@posting.google.com>,
> MDSc...@hotmail.com (Mike_aka_MD) wrote:

> > I personally favor organic caverns to roomed dungeons, and plan to use
> > caverns in my roguelike.  I have created an algorithm .....<snip>
> Use a flood-fill to identify each separate region.  Use A* to find....<snip>

Better yet, use the floodfill to identify these regions, and make them
equivalent to dungeon levels 5-10 levels more difficult than actual.
The bravest could venture then in and be rewarded... maybe ;^)
Stanky

    Reply to author    Forward  
You must Sign in before you can post messages.
To post a message you must first join this group.
Please update your nickname on the subscription settings page before posting.
You do not have the permission required to post.
R Dan Henry  
View profile  
 More options Apr 17 2002, 12:43 am
Newsgroups: rec.games.roguelike.development
From: R Dan Henry <rdanhe...@earthlink.net>
Date: Wed, 17 Apr 2002 04:43:20 GMT
Local: Wed, Apr 17 2002 12:43 am
Subject: Re: Cavern-type dungeon generation
On 16 Apr 2002 08:02:26 -0700, the disembodied brain of
thr33daysm...@hotmail.com (stank-monkey) transmitted thus:

>welto...@RemoveThis.osu.edu (Jesse Welton) wrote in message <news:welton.6-1404021251250001@ts33-11.homenet.ohio-state.edu>...
>> In article <9d3a89d7.0204131347.6710a...@posting.google.com>,
>> MDSc...@hotmail.com (Mike_aka_MD) wrote:

>> > I personally favor organic caverns to roomed dungeons, and plan to use
>> > caverns in my roguelike.  I have created an algorithm .....<snip>

>> Use a flood-fill to identify each separate region.  Use A* to find....<snip>

>Better yet, use the floodfill to identify these regions, and make them
>equivalent to dungeon levels 5-10 levels more difficult than actual.
>The bravest could venture then in and be rewarded... maybe ;^)

Of course, if your game includes monsters who can walk through walls
or (worse) dig through walls, the player may have little choice but to
face the out-of-depth foes.

R. Dan Henry, Grand Pashah of Small Miscellaneous Objects
rdanhe...@earthlink.net
"Lately, the only thing keeping me from being a serial
killer is my distaste for manual labor." -- Dilbert


    Reply to author    Forward  
You must Sign in before you can post messages.
To post a message you must first join this group.
Please update your nickname on the subscription settings page before posting.
You do not have the permission required to post.
End of messages
« Back to Discussions « Newer topic     Older topic »

Create a group - Google Groups - Google Home - Terms of Service - Privacy Policy
©2009 Google