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Procedural Dungeon Generation Algorithm

Here I present a procedural dungeon generation algorithm with a visual representation of the outcome, which can then be used to generate random levels for a game.

The whole procedure can be seen as:

  • Generate rooms
  • Seperate rooms
  • Main rooms
  • Delaunay Triangulation
  • Minimum spanning tree
  • Generate Hallways
  • Delete remaining rooms

Visualization:
PDG