Jul. 15th, 2010

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In previous articles, we developed a rudimentary dungeon generating program that would build a simple dungeon of rectangular rooms and straight hallways. Through the use of a random number generator, we were able to build rooms at randomly (or pseudo-randomly) chosen locations throughout the map. This random room placement ensured that no two dungeons would be alike, but it also ensured that we would, at times, generate dungeons where not all rooms and corridors were connected or accessible.

In practical terms, this is not necessarily a bad thing. Some games have traps that include trap doors that drop you into a pit of monsters (and treasure). Alternatively, a dungeon level might have multiple sets of stairs, each leading to a different part of the next level, or perhaps skipping the next level entirely. Throne rooms, prisons, panic rooms, treasure troves – there are numerous possibilities for an unconnected dungeon.

But what if we want a plain old fully-connected dungeon, where we can start at any point A and travel to any other point B?

This article discusses the concept of a connected dungeon, where every part of the dungeon is accessible from every other part. We will discuss the concepts behind connectivity, and develop an algorithm for connecting an unconnected dungeon. We will be extending the original dungeon generating class developed in previous articles.

Connected Dungeons )

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Roddy of the Frozen Peas

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