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	<title>Comments on: Generating Random Dungeons (part 10)</title>
	<atom:link href="http://dirkkok.wordpress.com/2007/12/21/generating-random-dungeons-part-10/feed/" rel="self" type="application/rss+xml" />
	<link>http://dirkkok.wordpress.com/2007/12/21/generating-random-dungeons-part-10/</link>
	<description></description>
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		<item>
		<title>By: Dirk Kok</title>
		<link>http://dirkkok.wordpress.com/2007/12/21/generating-random-dungeons-part-10/#comment-510</link>
		<dc:creator>Dirk Kok</dc:creator>
		<pubDate>Wed, 11 Mar 2009 15:39:25 +0000</pubDate>
		<guid isPermaLink="false">http://dirkkok.wordpress.com/2007/12/21/generating-random-dungeons-part-10/#comment-510</guid>
		<description>Looks great. Thanks!</description>
		<content:encoded><![CDATA[<p>Looks great. Thanks!</p>
]]></content:encoded>
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	<item>
		<title>By: Christoph</title>
		<link>http://dirkkok.wordpress.com/2007/12/21/generating-random-dungeons-part-10/#comment-509</link>
		<dc:creator>Christoph</dc:creator>
		<pubDate>Wed, 11 Mar 2009 15:08:15 +0000</pubDate>
		<guid isPermaLink="false">http://dirkkok.wordpress.com/2007/12/21/generating-random-dungeons-part-10/#comment-509</guid>
		<description>Hi,

I have put the complete series into a Word document so you could easily print it. I have done some code formatting and did not copy the conclusion and introduction for each chapter. Hope you like it.

http://www.dragon-net.de/generating_random_dungeons.docx

Greets
Christoph</description>
		<content:encoded><![CDATA[<p>Hi,</p>
<p>I have put the complete series into a Word document so you could easily print it. I have done some code formatting and did not copy the conclusion and introduction for each chapter. Hope you like it.</p>
<p><a href="http://www.dragon-net.de/generating_random_dungeons.docx" rel="nofollow">http://www.dragon-net.de/generating_random_dungeons.docx</a></p>
<p>Greets<br />
Christoph</p>
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	<item>
		<title>By: Dirk Kok</title>
		<link>http://dirkkok.wordpress.com/2007/12/21/generating-random-dungeons-part-10/#comment-188</link>
		<dc:creator>Dirk Kok</dc:creator>
		<pubDate>Tue, 18 Nov 2008 06:59:58 +0000</pubDate>
		<guid isPermaLink="false">http://dirkkok.wordpress.com/2007/12/21/generating-random-dungeons-part-10/#comment-188</guid>
		<description>Nick,

I haven&#039;t really worried about extremely large levels. But you&#039;re right, you could use sectors to join maps or rooms.

In later versions my rooms are maps. A &quot;room&quot; can therefore be hand crafted to represent any structure.

-D</description>
		<content:encoded><![CDATA[<p>Nick,</p>
<p>I haven&#8217;t really worried about extremely large levels. But you&#8217;re right, you could use sectors to join maps or rooms.</p>
<p>In later versions my rooms are maps. A &#8220;room&#8221; can therefore be hand crafted to represent any structure.</p>
<p>-D</p>
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	</item>
	<item>
		<title>By: Nick</title>
		<link>http://dirkkok.wordpress.com/2007/12/21/generating-random-dungeons-part-10/#comment-187</link>
		<dc:creator>Nick</dc:creator>
		<pubDate>Mon, 17 Nov 2008 21:46:04 +0000</pubDate>
		<guid isPermaLink="false">http://dirkkok.wordpress.com/2007/12/21/generating-random-dungeons-part-10/#comment-187</guid>
		<description>Dirk,

Another possibility with your &quot;rooms are a type of map&quot; idea is to use the Composite DP. This would be particularly useful if you were to extend your map-room relationship by one more level, eg. map-sector-room. Then both sector and room would implement Composite. The advantage of a sectors-based system would obviously be improved spatial hashing for building extremely large levels (I am planning on doing this), with the entire structure being an n-tree.

I am guessing you may have realised this but opted out, as you were focusing on other matters in this article.

-Nick</description>
		<content:encoded><![CDATA[<p>Dirk,</p>
<p>Another possibility with your &#8220;rooms are a type of map&#8221; idea is to use the Composite DP. This would be particularly useful if you were to extend your map-room relationship by one more level, eg. map-sector-room. Then both sector and room would implement Composite. The advantage of a sectors-based system would obviously be improved spatial hashing for building extremely large levels (I am planning on doing this), with the entire structure being an n-tree.</p>
<p>I am guessing you may have realised this but opted out, as you were focusing on other matters in this article.</p>
<p>-Nick</p>
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	<item>
		<title>By: Tyler</title>
		<link>http://dirkkok.wordpress.com/2007/12/21/generating-random-dungeons-part-10/#comment-94</link>
		<dc:creator>Tyler</dc:creator>
		<pubDate>Wed, 27 Aug 2008 19:51:17 +0000</pubDate>
		<guid isPermaLink="false">http://dirkkok.wordpress.com/2007/12/21/generating-random-dungeons-part-10/#comment-94</guid>
		<description>THat is awesome, thanks for the source. I am looking to implement this system (assuming I have permission), in a for free RPG game created using C#. Its more of a hobby than anything. What I am wondering is whether you have an email to which I could ask you a few questions about manipulating a few pieces of code to add new features and also allow for it to be run &quot;on-the-fly&quot; so to speak, such that when the user enters a dungeon it gets created at that moment. I have looked through the code myself, but not being all that experienced in C#, I do not know where to begin. You can reach me at tj_pestill@hotmail.com if you are able to assist me.
Thanks.</description>
		<content:encoded><![CDATA[<p>THat is awesome, thanks for the source. I am looking to implement this system (assuming I have permission), in a for free RPG game created using C#. Its more of a hobby than anything. What I am wondering is whether you have an email to which I could ask you a few questions about manipulating a few pieces of code to add new features and also allow for it to be run &#8220;on-the-fly&#8221; so to speak, such that when the user enters a dungeon it gets created at that moment. I have looked through the code myself, but not being all that experienced in C#, I do not know where to begin. You can reach me at <a href="mailto:tj_pestill@hotmail.com">tj_pestill@hotmail.com</a> if you are able to assist me.<br />
Thanks.</p>
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	</item>
	<item>
		<title>By: Dirk Kok</title>
		<link>http://dirkkok.wordpress.com/2007/12/21/generating-random-dungeons-part-10/#comment-93</link>
		<dc:creator>Dirk Kok</dc:creator>
		<pubDate>Wed, 27 Aug 2008 08:03:22 +0000</pubDate>
		<guid isPermaLink="false">http://dirkkok.wordpress.com/2007/12/21/generating-random-dungeons-part-10/#comment-93</guid>
		<description>The code should be available at code plex

http://www.codeplex.com/RDG</description>
		<content:encoded><![CDATA[<p>The code should be available at code plex</p>
<p><a href="http://www.codeplex.com/RDG" rel="nofollow">http://www.codeplex.com/RDG</a></p>
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	<item>
		<title>By: Tyler</title>
		<link>http://dirkkok.wordpress.com/2007/12/21/generating-random-dungeons-part-10/#comment-92</link>
		<dc:creator>Tyler</dc:creator>
		<pubDate>Tue, 26 Aug 2008 23:02:02 +0000</pubDate>
		<guid isPermaLink="false">http://dirkkok.wordpress.com/2007/12/21/generating-random-dungeons-part-10/#comment-92</guid>
		<description>Great coding, I wonder if you happen to have it already preassembled in C# pages? I am looking to make a dungeon generator for my 2D graphical RPG for use in on-the-fly applications.</description>
		<content:encoded><![CDATA[<p>Great coding, I wonder if you happen to have it already preassembled in C# pages? I am looking to make a dungeon generator for my 2D graphical RPG for use in on-the-fly applications.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Temple of the Roguelike &#187; Blog Archive &#187; RogueDev update</title>
		<link>http://dirkkok.wordpress.com/2007/12/21/generating-random-dungeons-part-10/#comment-12</link>
		<dc:creator>Temple of the Roguelike &#187; Blog Archive &#187; RogueDev update</dc:creator>
		<pubDate>Sun, 30 Dec 2007 18:42:01 +0000</pubDate>
		<guid isPermaLink="false">http://dirkkok.wordpress.com/2007/12/21/generating-random-dungeons-part-10/#comment-12</guid>
		<description>[...] nice detailed article series about random dungeons, a topic never too old for roguelike development. By Dirk [...]</description>
		<content:encoded><![CDATA[<p>[...] nice detailed article series about random dungeons, a topic never too old for roguelike development. By Dirk [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Dirk Kok</title>
		<link>http://dirkkok.wordpress.com/2007/12/21/generating-random-dungeons-part-10/#comment-11</link>
		<dc:creator>Dirk Kok</dc:creator>
		<pubDate>Thu, 27 Dec 2007 11:09:24 +0000</pubDate>
		<guid isPermaLink="false">http://dirkkok.wordpress.com/2007/12/21/generating-random-dungeons-part-10/#comment-11</guid>
		<description>Thanks for the feedback. I&#039;m glad you found it useful.

I haven&#039;t noticed the expand to tiles bug. This could be detected by using some kind of solver for the map and checking if all floor cells were traversed.

I will update the source code to reflect the X-Y axes change.</description>
		<content:encoded><![CDATA[<p>Thanks for the feedback. I&#8217;m glad you found it useful.</p>
<p>I haven&#8217;t noticed the expand to tiles bug. This could be detected by using some kind of solver for the map and checking if all floor cells were traversed.</p>
<p>I will update the source code to reflect the X-Y axes change.</p>
]]></content:encoded>
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	<item>
		<title>By: Kanati</title>
		<link>http://dirkkok.wordpress.com/2007/12/21/generating-random-dungeons-part-10/#comment-10</link>
		<dc:creator>Kanati</dc:creator>
		<pubDate>Thu, 27 Dec 2007 04:16:41 +0000</pubDate>
		<guid isPermaLink="false">http://dirkkok.wordpress.com/2007/12/21/generating-random-dungeons-part-10/#comment-10</guid>
		<description>a couple notes on the expandtotiles...

It occasionally creates hallways that aren&#039;t connected to anything.  I&#039;ve seen this on two maps out of about 10 now.  Not that big a deal if you don&#039;t put stairs in hallways, but if you do there&#039;s a chance of a game-ending bug there.

The other thing is that in your test program you actually display the map with Y and X axes reversed.  Didn&#039;t notice it until I made a map that wasn&#039;t symmetrical.

Just a couple of notes...  Otherwise, top notch work.</description>
		<content:encoded><![CDATA[<p>a couple notes on the expandtotiles&#8230;</p>
<p>It occasionally creates hallways that aren&#8217;t connected to anything.  I&#8217;ve seen this on two maps out of about 10 now.  Not that big a deal if you don&#8217;t put stairs in hallways, but if you do there&#8217;s a chance of a game-ending bug there.</p>
<p>The other thing is that in your test program you actually display the map with Y and X axes reversed.  Didn&#8217;t notice it until I made a map that wasn&#8217;t symmetrical.</p>
<p>Just a couple of notes&#8230;  Otherwise, top notch work.</p>
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