Day 8 and 9 (04 Jan 2014 to 05 Jan 2014)



I had to defer the generation of the room polygons to another step as I needed a way to detect overlapping rooms. So the world generation generates a bunch of rooms as a set and then go off and generate corridors with rooms attached to them. Because the corridors and rooms are just virtualized at the moment I run overlap tests to make sure none of the rooms overlap with each other. However, it does appear that some corridors are still overlapping with some rooms so I'll need a way to check for that.
So once all of the virtual rooms are laid out, I then do another pass on the data to close off the unconnected room joins. This also appears to have issues sometimes where the walls close up even though they are joined to corridors. This is most likely due to rooms that are coincidentally joined but the data doesn't represent that.
With these two problems, I'll probably need to add another pass to discard corridors that aren't connected to two rooms and if they overlap. Hopefully during this pass rooms that are connected to a corridor coincidentally need to be linked up; or perhaps a better way of detected if the joins are used could also work.
But the world generation is coming together none the less. Creating more room templates of different sizes will help vary the world up as right now it looks very grid like.



I had to defer the generation of the room polygons to another step as I needed a way to detect overlapping rooms. So the world generation generates a bunch of rooms as a set and then go off and generate corridors with rooms attached to them. Because the corridors and rooms are just virtualized at the moment I run overlap tests to make sure none of the rooms overlap with each other. However, it does appear that some corridors are still overlapping with some rooms so I'll need a way to check for that.
So once all of the virtual rooms are laid out, I then do another pass on the data to close off the unconnected room joins. This also appears to have issues sometimes where the walls close up even though they are joined to corridors. This is most likely due to rooms that are coincidentally joined but the data doesn't represent that.
With these two problems, I'll probably need to add another pass to discard corridors that aren't connected to two rooms and if they overlap. Hopefully during this pass rooms that are connected to a corridor coincidentally need to be linked up; or perhaps a better way of detected if the joins are used could also work.
But the world generation is coming together none the less. Creating more room templates of different sizes will help vary the world up as right now it looks very grid like.
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