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#Simple procedural generation of "dungeon maps" |
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# Simple procedural generation of "dungeon maps" |
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Basic proof of concept for a "cellular automata" model. No real refinement at this point. |
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Basic proof of concept for a "cellular automata" model. No real refinement at this point. |
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* --reps *x*: the number of smoothing passes to take on the map. *x* must be a positive integer. Large values can significantly extend runtime. |
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* --reps *x*: the number of smoothing passes to take on the map. *x* must be a positive integer. Large values can significantly extend runtime. |
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* --out: save the result to an image in the maps/ directory instead of printing it to the screen. |
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* --out: save the result to an image in the maps/ directory instead of printing it to the screen. |
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###A note on width and height |
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### A note on width and height |
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If you use --out, width and height are in pixels. |
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If you use --out, width and height are in pixels. |
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