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
![](https://aerosys.blog/wp-content/uploads/2021/07/Algorithms-1.png)
![](https://aerosys.blog/wp-content/uploads/2021/07/Algorithms-2.png)
- Creates classical Maze
- Uses Snippets
- Start here: Procedural Maze Generator – Starter Guide
You need at least one „snippets“ Map below your Space Map.
![](https://aerosys.blog/wp-content/uploads/2021/07/Doc-8.png)
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
![](https://aerosys.blog/wp-content/uploads/2021/07/Algorithms-3.png)
- 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
![](https://aerosys.blog/wp-content/uploads/2021/07/Algorithms-4.png)
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
![](https://aerosys.blog/wp-content/uploads/2021/12/image-8-edited.png)
This algorithm uses noise maps and pathfinders to generate a map.
Rooms and Corridors
![](https://aerosys.blog/wp-content/uploads/2021/12/image-9.png)
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
![](https://aerosys.blog/wp-content/uploads/2021/12/image-10.png)
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
![](https://aerosys.blog/wp-content/uploads/2022/09/image-15.png)
Static Map
![](https://aerosys.blog/wp-content/uploads/2022/01/image-6.png)
Not a „real“ algorithm. It takes an ordinary Map and lets you apply all the features to randomly spawn assets.