chimmmihc
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| Joined: 24 Jul 2014 |
| Total Posts: 2420 |
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| 20 Aug 2015 01:45 AM |
So a while a Extremely premature dungeon generator. I've updated it, here is the log: -Compacted, more efficient. By analysis is 11% faster with 16 less lines of code. -Supports angles. **Credit to @Morash for the article and algorithm routine.
Will add: -Model Collision detection -Easy configurable per room generation.
Enjoy! Read Desc for commands!
http://www.roblox.com/games/285603975/Garys-Dungeon |
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| 20 Aug 2015 02:00 AM |
After the collision detection is worked out, it'll be the best random map generator I've ever seen.
I'd recommend indexing the size factors manually within each piece, so that you don't need a whole other algorithm to figure those out. But you might need one to check for collisions therewith, regardless...hm. |
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chimmmihc
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| Joined: 24 Jul 2014 |
| Total Posts: 2420 |
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| 20 Aug 2015 02:09 AM |
Updated the place, added up ramps and module direction.
Here is a im gur id if you don't wanna go to the place: /qXwYpIz |
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| 20 Aug 2015 02:13 AM |
If you spam "gen" it looks like a web gg web sim 2k15 |
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chimmmihc
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| Joined: 24 Jul 2014 |
| Total Posts: 2420 |
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| 20 Aug 2015 02:26 AM |
@Sensai If you spam "gen" it has no chill. :P
Once I add some model detection filtering it will look more like the inside of an ant bed rather than a cluster of overlapping parts. Some features I just thought of I think I'm adding are:
-Model Cycling, along with collision detection instead of just removing the room if it collides with another cycling thought the rest of the modules until it finds one that does. If it doesn't find a part move to the next feature
-Dead end capping, obviously I can have it generate forever so give it a maxgen value. If it reaches the maxgen and there are open nodes then it will cap it with any parts in the "dead end" folder. This would also apply to failed model cycles, if a model that doesn't fit cap it with a dead end.
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| 20 Aug 2015 02:50 AM |
| To avoid the look of a flat cluster, just add various incline/decline pieces that incline/decline at a different rate |
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chimmmihc
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| Joined: 24 Jul 2014 |
| Total Posts: 2420 |
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| 20 Aug 2015 02:51 AM |
| @Sensai I added them locally but haven't updated, It Helps but still needs md and mc |
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chimmmihc
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| Joined: 24 Jul 2014 |
| Total Posts: 2420 |
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| 20 Aug 2015 08:41 AM |
| Bumping for conversation about the project, or generation in general. |
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notfruit
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| Joined: 21 Sep 2012 |
| Total Posts: 1386 |
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| 20 Aug 2015 09:24 AM |
bait!! I legit thought the real chim posted a thread ; \
while true do the do |
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chimmmihc
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| Joined: 24 Jul 2014 |
| Total Posts: 2420 |
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| 20 Aug 2015 09:47 AM |
Twenty Five Holla for a dolla Gpu
Rip @NotCruits
@Morash Sorry for bait. |
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chimmmihc
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| Joined: 24 Jul 2014 |
| Total Posts: 2420 |
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| 20 Aug 2015 02:06 PM |
| Updated how the script moves modules and handles curves. Interesting but good outcome! |
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chimmmihc
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| Joined: 24 Jul 2014 |
| Total Posts: 2420 |
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| 20 Aug 2015 03:07 PM |
| Made the generator handle module collision. Dungeon paths will no longer collide with themselves. Next up is Model Cycling and dead end handling. |
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chimmmihc
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| Joined: 24 Jul 2014 |
| Total Posts: 2420 |
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| 20 Aug 2015 04:32 PM |
First stable release of the dungeon generator is out.
You can find the demo for the module here. Use the commands "Loop", "Gen" and "Reset" in chat to play with the generation! Thoughts?
http://www.roblox.com/games/285603975/Garys-Dungeon |
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| 20 Aug 2015 04:48 PM |
Found a bug:
Line 44: until MaxGen == 12
Change it to this:
Line 44: until MaxGen >= 12
Or saying loop then reset before the loop finishes and then loop again causes this to happen: https://gyazo.com/29c75fdbfcf0149d64b68d58ac1973d3 |
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chimmmihc
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| Joined: 24 Jul 2014 |
| Total Posts: 2420 |
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| 20 Aug 2015 04:55 PM |
| @Ima Thanks for the report, ill fix that! Still no collisions even with non stop generation! lol |
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