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Using automata can be slow, but it does tend to generate some of the best dungeon-crawling caves in my (limited) expirience.

However, the Future Work [0] section sort of points out the hardest part of all this. Avoiding back tracking.

Last time I attempted something like this, the only solution I could come up with was running a second automata, designed to generate small dead links between large groups of dead cells.

I was terribly impressed with the results.

Kyzrati's guided generation seems interesting, but my immediate thought is how linear it makes the caves - almost too much, which was the complaint against Skyrim's caves by more experienced players. But by the same token, it was precisely what more casual players liked about Skyrim's cave systems.

[0] http://blog.jrheard.com/procedural-dungeon-generation-cellul...




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