Generating random maps and caves
Another widespread application of PCG is the generation of maps and dungeons. For example, in the roguelike genre (a type of game that takes its name from the 1980s game Rogue), players face a randomly generated dungeon every time they start a game. Likewise, in Minecraft, players begin the game by generating a random world to explore and in which they need to survive. The examples are numerous – too many to be listed here.
There are significant numbers of algorithms to create game worlds. Some use fractal noise to generate random heightmaps. Some others create dungeon-like structures by creating random rooms and connecting them with corridors. Others build maps by randomly arranging manually premade rooms into a myriad of different combinations like in a puzzle (if you have ever played the tabletop game Carcassonne, you know what I am talking about).
This demo will explore a simple technique well suited for the generation of caves or natural...