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I have also implemented a chunked engine. The best way to think of it is to just think of the chunks as memory storage locations rather than as actual structures of the world. Then, whenever you generate content, generate it as though you had a giant array of arbitrary size. Just implement some functions like Voxel* GetVoxelAt(int x, int y, int z); Which ...


3

The BSP method is apparently the most popular method for generating dungeons, but it's not the only one. For completeness I'll explain the generator that worked for me. I have to admit that I don't recall where I read about this so I'll just say that it's not my invention. A maze with rooms The basic idea is that a dungeon is a maze with rooms, sort of. ...


7

As it has been previously remarked in the comments, and as you seem to think as well, random generation is a just another possible form of procedural generation. Procedural content generation implies that content is being generated by an algorithm rather than manually crafted by a human being. That said, the frontier is very blurry. On one hand, we have ...


0

You are able to use the dual marching cubes algorithm because it just operates on an array you provided. So your code generates an area in the form of an array and the marching cubes algorithm then scans over the scene starting at some origin point you assign and finds where all the edges of your volumetric data array would be located and places bits of ...



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