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May 21, 2013 at 9:50 history closed msell
House
Anko
Patrick Hughes
bummzack
not a real question
May 20, 2013 at 7:17 answer added PeterK timeline score: 1
May 19, 2013 at 20:38 comment added nialna2 This is not exactly a duplicate because my question is applied to 3D, but I think that I actually just need to take the 2D way of doing and just add a little of randomness on the Y axis. Thanks for the link !
May 19, 2013 at 17:14 comment added Patrick Hughes procedural content generation wiki. I'm just saying =)
May 19, 2013 at 14:16 review Close votes
May 21, 2013 at 9:50
May 19, 2013 at 14:00 comment added Evan As with many things, there is often no such thing as the best way to do something, it always depends on so many different things, that you have to simply leverage the context of your game to make an educated decision about which approach to take. This sounds like a fun problem, a great opportunity to try your best, potentially fail, and either way learn a heck of a lot from the experience :)
May 19, 2013 at 13:58 comment added msell possible duplicate of What are some ideal algorithms for Rogue-like 2D dungeon generation?
May 19, 2013 at 13:54 history tweeted twitter.com/#!/StackGameDev/status/336117560493883392
May 19, 2013 at 13:10 comment added nialna2 The problem with Perlin noise is that it is meant for a terrain, and in my case it is little rooms and hallways, which means most of the map is actually void... Not sure Perlin Noise would give good results. And for what I have tried, I have a room generator on Unity which places blocks on a 3D array and then instantiate floor/walls. But generating a nice pack of rooms linked to each others is harder.
May 19, 2013 at 13:05 comment added pangaea Have you tried anything? Just use perlin noise to create a heightmap and use that to make the terrain.
May 19, 2013 at 12:59 history asked nialna2 CC BY-SA 3.0