RNGMaps provides a lot of algorithms with many variants and parameters. This page presents all of them, including links and cheat sheets.
Algorithms using Snippets
Prim’s Maze Algorithm
- Creates classical Maze
- Uses Snippets
- Start here: Procedural Maze Generator – Starter Guide
You need at least one „snippets“ Map below your Space Map.
cutOffDeadEnds
cutOffDeadEnds(n) // n = natural number > 0
This method looks for corridors with dead-ends and shortens them. The argument n stands for the number of repetitions, e.g., having a corridor with a length of 4 and using n=2, the corridor will have a length of 2 afterward.
mergeDeadEnds
mergeDeadEnds(p) // p = decimal number 0.0 < p <= 1.0
This method looks for dead-ends and will create new tunnels back into the maze, lowering the number of dead ends and making the maze imperfect, allowing multiple solutions for the Player. The argument p stands for the probability that a tunnel is created; 1.0 = always, 0.0 = never.
Random Walk
- Uses Snippets
- Not only corridors but also rooms
- Start here: Procedural Maze Generator – Starter Guide and here: Dungeons with large Areas
- This algorithm requires you to set up at least one „snippetsArea“ and „snippetsTransitions“ Map.
allowGoingBack
Default: true. If disabled, the step-wise Random Walk is not allowed to walk back to its starting point, e.g. when start = „bottom“ the step-wise walker can walk only to the left, right, or top.
allowLargeAreas
Default: true. If disabled, the walker walks in a way that no large Areas are built.
allowRevisit
Default: false. If enabled, the walker can walk on cells it has already visited.
Rooms and Corridors
This algorithm draws some rooms at randomly chosen positions and then connects them using a spanning tree.
- Start here: Procedural Maze Generator – Starter Guide and here: Dungeons with large Areas
Algorithms not using Snippets
Cave
This algorithm uses noise maps and pathfinders to generate a map.
Rooms and Corridors
This algorithm draws some rooms at randomly chosen positions and then connects them using a spanning tree. You can define different types of rooms, such as living room, pantry, kitchen, which will all appear on the map at the same time.
World Map
This algorithm uses noise maps to generate a beautiful world map. By default, it assigns each continent with a biome, then it adds mountains, rivers, towns, and more for you!
Village
Static Map
Not a „real“ algorithm. It takes an ordinary Map and lets you apply all the features to randomly spawn assets.