| ▲ | Dungeon Generation in the Gnomish Mines of NetHack(boristhebrave.com) | |||||||||||||||||||
| 78 points by ibobev 3 days ago | 9 comments | ||||||||||||||||||||
| ▲ | Rooster61 3 hours ago | parent | next [-] | |||||||||||||||||||
Oh wow. I had no idea this was based on cellular automata. It really does give a totally different feel versus the other sections of the dungeon. | ||||||||||||||||||||
| ▲ | OkayPhysicist 2 hours ago | parent | prev | next [-] | |||||||||||||||||||
I think pass two is intended to introduce additional regions of concavity (mostly by replacing straight lines), which in effect introduces a bunch of inflection points, helping creating the organic "spiny" feel, as opposed to a "bubbly" feel. Without it, the resulting caves look a bit more like if you spilled liquid on a waxy surface, and less like thorns. If you go into the javascript and replace "for(let p=0;p<3;p++)" with "for(let p=1;p<3;p++)", and then re-execute the block in the console, you can generate run through a bunch of generations without step 2 | ||||||||||||||||||||
| ▲ | bovermyer 3 hours ago | parent | prev | next [-] | |||||||||||||||||||
This is my favorite kind of procgen blog post: here's what we did, and here's a little widget you can play with to see how it works. | ||||||||||||||||||||
| ▲ | juancn 2 hours ago | parent | prev | next [-] | |||||||||||||||||||
I don't get the neighboring tile numbering. Is it like this?
What's the current cell?A diagram would help | ||||||||||||||||||||
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| ▲ | jmclnx 2 hours ago | parent | prev | next [-] | |||||||||||||||||||
Related, TNNT starts in 9 days (Nov 1), anyone can join the tournament. | ||||||||||||||||||||
| ▲ | jdw64 2 hours ago | parent | prev [-] | |||||||||||||||||||
I always have a lot of respect for people who are really good at procedural generation | ||||||||||||||||||||