i thought i'd post a first look at what i'm currently working on,
adding caverns to my random dungeon generator.
i'm using the cellular automata algorithm from roguebasin for the rough layout,
and making repeated passes at increasingly finer resolution to achieve the final cavern.
the next step is improving performance. 13 seconds for a small dungeon at screen
resolution is a bit much, and generating a print resolution map is crazy.
after that, parsing the rough layout for rooms.
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