Building a Procedural Dungeon Generator In C#
Nerval's Lobster writes Procedural dungeon generation is a fun exercise for programmers. Despite the crude interface, such games continue to spark interest. A quarter century ago, David Bolton wrote a dungeon generator in procedural Pascal; now he's taken that old code and converted it to C#. It's amazing just how fast it runs on a five-year-old i7 950 PC with 16GB of RAM. If you want to follow along, you can find his code for the project on SourceForge. The first part of the program generates the rooms in a multilevel dungeon. Each level is based on a 150 x 150 grid and can have up to 40 rooms. Rather than just render boring old rectangular rooms, there are also circular rooms. "There are a couple of places where corridor placement could have been optimized better," Bolton wrote about his experiment. "However, the dungeon generation is still very fast, and could provide a good programming example for anyone exploring what C# can do." For C# beginners, this could represent a solid exercise.
Have we slipped so far down the performance-orientated slide that we are impressed by *how well a dungeon generator runs on an i7 with 16GB of RAM*.
I am genuinely curious. That is an outrageously high spec for a dungeon generator.
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It's amazing just how fast it runs on a five-year-old i7 950 PC with 16GB of RAM.
Yep, almost as fast as the original's code on a i386 with 4MB of RAM. Impressive.
I have discovered a truly marvelous proof of killer sig, which this margin is too narrow to contain.
NetHack has had procedural dungeon generation with available source for .... gosh a long time.
I really don't understand why this article is a thing. For 1, it's a really shitty way to generate dungeons as there are vastly superior ways of doing it: cellular automata http://www.futuredatalab.com/p... for example can product cave like dungeons, regular rectangular dungeons, etc and not just something made with ASCII that needs to then be converted. I've even seen KDtree's drawn out to represent rooms and such for muds. This article fails on a multitude of fronts. First being the DICE ad tracker embedded in the link to the article. Second, being the fact that he is "impressed" with how fast it runs on a Core-i7. Third, the use of SourceForge, where projects go to die. And finally, the fact that the article says it's geared towards beginners, teaching them bad coding practices and the like with the shitty code that's on sourceforge.