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Dungeon Generation in the Gnomish Mines of NetHack

100 points • by ibobev • last Monday at 4:06 PM • 12 comments • view on HN

Comments

OkayPhysicist • today at 5:23 PM

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

ImJasonH • today at 8:07 PM

All that work for some miscreant dwarf archeologist with a pick-axe (me) to show up and dig it to hell for a bunch of worthless glass.

Rooster61 • today at 4:35 PM

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.

bovermyer • today at 5:05 PM

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 • today at 6:00 PM

I don't get the neighboring tile numbering. Is it like this?

    0 1 2
    3 4 5
    6 7 8
What's the current cell?

A diagram would help

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jmclnx • today at 5:16 PM

Related, TNNT starts in 9 days (Nov 1), anyone can join the tournament.

https://tnnt.org/

jdw64 • today at 5:13 PM

I always have a lot of respect for people who are really good at procedural generation

LostBeard • today at 8:43 PM

[flagged]

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