so I've been trying to start a new project that focuses on procedural room generation similar to what is seen in Binding of Isaac.
I plan to have the code use a QuadTree to help determine where rooms should be placed. Each node in the quad tree represents any of the possible 4 directions the next room can be placed.
The problem is this. I'm not sure where to start when trying to implement the QTree and haven't found good resources on the topic. Most implementations of QuadTrees in a procedural generation context use them for partitioning spaces and placing rooms within the partitioned spaces. Not sure if that's what I want to achieve. I'm also unsure of weather I should be going in this direction or if there's a more optimal solution?