tile 0,0 = corridor piece tile 0,1 = empty) I could then feed this to an instanced static mesh loop, which would spawn the appropriate room/room piece at the corresponding tile. If I can generate code to produce a rogue-like dungeon in the form of an array only (e.g. The idea I’m favouring at the minute is a combination of the Instanced Floor and Standard Rogue-like Arrays. Specifically, the definition of a workable grid is (I think) where I’m falling down. The main factor holding me back at the minute is my understanding and level of knowledge of the unreal engine. Again, the main issue I can see is that there is no grid pre-defined in Unreal. While I have no clue where to begin with translating it to Unreal Engine, I anticipate it would require coding rather than blueprinting. Standard Rogue-like Array - a lot of algorithms around for this, including standard maze generation and seeding of rooms, but Bob Nystrom’s articles have been really key to me being able to wrap my head around the generation. Very elegant and I tried my hand at this, but I have yet to finely grasp some of the concepts. Quadtree Generation - based on the main part of the UE4 procedural level training stream (will add a link later on) this generates quad trees before assigning rooms and digging corridors. Seems like it could be a good starting point for quick cheap dungeon generation. Instanced static meshes, to my understanding, are very quick and cheap. While this is not capable of spawning specific rooms or shapes in its basic state, it is very quick to generate a random field of…stuff. Based on each tile’s corresponding value in an array, a specific tile type can be spawned at the appropriate co-ordinate. Instanced Floor - based on the introduction to one of the UE4 procedural generation tutorials, this generated instanced static meshes of a floor tile to form an X,Y grid of floor tiles. I would also expect the behaviour required for steering would be AI drive in UE4, which would be quite processor intensive. The main issue I can see here is that there is no defined grid or co-ordinates to work with, unlike the way the original algorithm was implemented. The rectangles were spawned as static meshes so there wasn’t much overhead, but I couldn’t quite put my finger on how to separate them. I made some progress with this, and managed to spawn a desired number of rectangles within a definable radius, generating overlap events. It spawns rectangles of random sizes within a defined radius, separating them out with steering behaviour, selecting random large rectangles for rooms and triangulating connections between the rooms to generate the corridors from surrounding grid squares. TinyKeep Method - This was based on the very elegant method used in TinyKeep, linked in my first response above. I can update with a more detailed explanation later on, including blueprint screenshots, but I wanted to give a quick summary before I forget about the different methods. Random dungeons have followed video game technology through the advent of 2D and subsequently 3D graphics, although they still often rely on most of the same basic algorithms that were used when they used ASCII graphics.Hi, thanks for replying again! I’ve ended up with a couple of different methods and not entirely sure which way to proceed for any of them. Random dungeons first appeared in the ASCII adventure game Rogue, then in other " roguelikes", combining the kinds of maze-like dungeons found in the role-playing game Dungeons & Dragons with a computer's ability to generate mazes on the fly. Programs are also available that generate random dungeons for tabletop role-playing games. Random dungeons are usually found in the Action RPG genre of games. ![]() Dungeon in role-playing video games procedurally generated by the computer using an algorithmĪ random dungeon is a dungeon in a role-playing video game which is procedurally generated by the computer using an algorithm, such that the dungeon is laid out differently every time the player enters it, and a player often never plays through quite the same dungeon twice, as there are innumerable possibilities for how they generate.
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