https://github.com/sunsided/unity-procedural-dungeons
Dungeon generation and navigation using constrained random walks and A* in Unity
https://github.com/sunsided/unity-procedural-dungeons
astar-pathfinding dungeon-generator udemy unity unity2d
Last synced: 4 months ago
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Dungeon generation and navigation using constrained random walks and A* in Unity
- Host: GitHub
- URL: https://github.com/sunsided/unity-procedural-dungeons
- Owner: sunsided
- License: mit
- Created: 2019-08-26T22:49:18.000Z (about 6 years ago)
- Default Branch: master
- Last Pushed: 2020-02-21T11:28:07.000Z (over 5 years ago)
- Last Synced: 2025-02-28T12:32:10.590Z (7 months ago)
- Topics: astar-pathfinding, dungeon-generator, udemy, unity, unity2d
- Language: C#
- Homepage:
- Size: 1.01 MB
- Stars: 47
- Watchers: 7
- Forks: 8
- Open Issues: 0
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Metadata Files:
- Readme: README.md
- License: LICENSE
Awesome Lists containing this project
README
# Procedural Dungeon Generation
This repo implements and extends upon the ideas presented in the
[Unity 2D Random Dungeon Generator for a Roguelike Video Game](https://www.udemy.com/course/unity-2d-random-dungeon-generator-for-a-roguelike-video-game/)
Udemy course.Features implemented:
- Cheapo 2D "animations" using tile flipping (looking left and right),
- Automatic wall placement around floor tiles using a self-deleting spawner object,
- Rounded corners on top of base sprites using bitmasking techniques for prefab selection,
- Level generation using
- Plain random walks ("caverns" mode),
- Constrained random walks and
- Random rooms generation ("rooms" and "winding" mode),
- Random item and enemy placement,
- Enemy patrols using random walks and player chasing using simplified A* pathfinding.This project uses David Gervais' graphics tileset from the [Angband](https://rephial.org/) game released under a CC BY 3.0 license (the graphics, not the game; see [here](https://angband.readthedocs.io/en/latest/copying.html)).
A random level in the editor:

Game view:

Generating levels:

Pathfinding in effect:
