
Role Playing Tool
Fantasy Grounds Message Boards - View Single Post - Pathfinder Parser
First Step is Downloads: First you have to go to get the d20_JPG ruleset here: http://oberoten.dyndns.org/fgwiki/index.php/D20 Then go here and download the Pathfinder V8 extension : http://oberoten.dyndns.org/fgwiki/index.php/Pathfinder Download the PF Library modules: http://www.fantasygrounds.com/forums...8&d=1296911519 http://www.fantasygrounds.com/forums...2&d=1296699976 http://www.fantasygrounds.com/forums...3&d=1296699997www.Gozzy's.com - Random Dungeon Map Creator
The random dungeon map creator will draw dungeon maps on the fly. Draw a Map Using the Random Dungeon Map Creator Welcome to the Random Dungeon Map Creator.On this page you’ll find links to all the articles in my dungeon generation series. Part 1 – Introduction Part 2 – Beginning the generation process Part 3 – Implement walking in random directions Part 4 – Create corridors as we walk to create a maze Part 5 – Adjust the chance to change corridor direction Part 6 – Find and remove dead-ends Part 7 – Adjust the sparseness of the maze by removing dead-ends Part 8 – Add loops to dead-ends Part 9 – Placing rooms in the maze Part 10 – Adding doors to rooms Like this:
Dungeon Generation Article Series « Writing Kode
Dungeon generation is the first example of procedural generation of levels in games: Rogue and Beneath Apple Manor both feature creation of a new level consisting of a number of rooms connected by corridors surrounded by rock walls. Dungeon generation is particularly well suited by 2d grid based games, and by extension voxel based engines, but not very well suited to most modern game engines, which usually have a map compilation pass which increases the overall generation time and geometry which is not well suited to deformation by tunnelling. There are two basic approaches to dungeon generation: place the rooms first, then attempt to connect them via corridors; or place the corridors using a maze generation algorithm, then unify sections of the maze to form rooms.

