Neon Walls
Project focused on random dungeon generation.
Room patterns are located in Resources/Textures folder - .bmp files that describe the main shape of generated rooms.
Each generation of the pattern applies random variations to the main shape.
shape pattern format:
white pixels - empty place
black pixels - floor tile
blue pixel - this tile has probability to become an entrance to the room
green pixel - probability of room exit
Grass generation uses Poisson sampling for less random looking distribution.
future todo:
-
processing wall chains (multiple tiles consisting of walls facing the same direction) in order to make possible generating wall variations longer than 1 tile. (almost finished)
-
generation of multiple room patterns connected with corridors