Dungeon Generator

Procedural Level Design

BSP Tree Random Rooms Cellular Drunkard Walk
Rooms: 0
Corridors: 0
Open Space: 0%
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Dungeon Generation

Common algorithms for procedural dungeons: BSP divides space into rooms, Random Rooms places non-overlapping rectangles, Cellular Automata creates cave-like spaces, and Drunkard Walk carves random tunnels.