by date
TDC 2006 - random level generation prototype
TDC 2006 - random level generation prototype
| Name: | Stefan Rampp | |
|---|---|---|
| Date Posted: | Apr 16, 2006 | |
| Rating: | 3.5 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
| RSS Feed: | or Subscribe with . | |
| Profile Page: | View profile page for Stefan Rampp |
Blog post
TDC 2006, actually my first TDC, was a lot of fun. Next to getting to know the others, visiting a nice castle, while listening to the castle of an old and surely wise man and being led through a real(!) dungeon (that is a system of cellars), I prototyped an idea, that we might be using for a future project: random level generation.
A picture first:

In this screen, you see a randomly generated level consisting of modular difs. Placement of other mission objects, like items, lights, particle emitters, ... is also supported. The generation process is influenced by some parameters that can be defined by the user (size, dif types, item placement, ...). Using this system and some dif-modules allows fast generation of random dungeons, street systems and the like. There is still some polishing to do, some features to add, but basically it's finished. After polishing, I might be releasing this system with some modular difs as a "random dungeon generator pack" on www.3d-diggers.de, we'll see. By the way, the thingy in the upper right corner is an automatically generated map of the level. Only black lines are used right now, but custom bitmaps can be used if needed.
Some more pictures:

Some QuArK-fun

Some TLK-fun
A picture first:

In this screen, you see a randomly generated level consisting of modular difs. Placement of other mission objects, like items, lights, particle emitters, ... is also supported. The generation process is influenced by some parameters that can be defined by the user (size, dif types, item placement, ...). Using this system and some dif-modules allows fast generation of random dungeons, street systems and the like. There is still some polishing to do, some features to add, but basically it's finished. After polishing, I might be releasing this system with some modular difs as a "random dungeon generator pack" on www.3d-diggers.de, we'll see. By the way, the thingy in the upper right corner is an automatically generated map of the level. Only black lines are used right now, but custom bitmaps can be used if needed.
Some more pictures:

Some QuArK-fun

Some TLK-fun
Recent Blog Posts
| List: | 04/16/06 - TDC 2006 - random level generation prototype 05/06/05 - Plan for Stefan Rampp 03/25/05 - Plan for Stefan Rampp |
|---|
Submit your own resources!| Christian Weber (Apr 16, 2006 at 18:57 GMT) |
| Stefan Beffy Moises (Apr 16, 2006 at 19:14 GMT) |
| Stefan Rampp (Apr 16, 2006 at 19:52 GMT) |
| Josh Moore (Apr 16, 2006 at 22:26 GMT) |
| John Kabus (BobTheCBuilder) (Apr 17, 2006 at 01:40 GMT) |
| Paul /*Wedge*/ DElia (Apr 17, 2006 at 05:05 GMT) |
| Stefan Rampp (Apr 17, 2006 at 08:04 GMT) |
@Paul: That is indeed a volume light with a grass(!) texture. I needed something to play with, so I used, what I could find.
| Vincent BILLET (Apr 17, 2006 at 16:56 GMT) |
| Ted Southard (May 10, 2006 at 17:02 GMT) Resource Rating: 4 |
You must be a member and be logged in to either append comments or rate this resource.


3.5 out of 5


