Sunday, July 5

Dungeon Generation Part 4: Clearing space for the rooms

Here we are, we now have spaces where the rooms are going to go: my initial attempts at creating rooms did not go so well, so I had to backtrack and refactor the code, in order to get this to work.



Its actually a fairly simple computation: work out the length of the corridor, scale it, and re-adjust the co-ordinates of each end. This requires some book keeping in terms of data structures: knowing which end terminates at which room, so that you don't accidentally srhink the worong end.

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