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Procedural Dungeon Generation: Cellular Automata

Last time we looked at generating random dungeons for video games using the Drunkard’s Walk algorithm. The Drunkard’s Walk is fun to play with, and often generates cool levels, but it’s also pretty unreliable. That’s not good enough for my purposes: I want to reliably generate big, open, cave-like maps, with lots of…
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Games & GraphicsSoftware Engineering2016

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Nov 23, 2016Procedural Dungeon Generation: Cellular Automata by tosh14815

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