Thread: Developing a RL
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Old July 20, 2009, 17:32   #12
Join Date: Sep 2008
Location: Fürth, Germany
Age: 40
Posts: 38
pndrev is on a distinguished road
Yes, C#, as it's the language I work with every day.

I read your posts back when the thread was started, but it's always worth it going over old material again.

To counter the similarity a pure BSP approach would bring, I'll introduce a random element (current recursion depth / maximum recursion depth) to stop room generation at varying points.
The rooms themselves will (later) also be replaced by other algorithms, i.e. cave, vault, mine, graveyard... - probably via some Factory / Interface pattern, so the basic code remains the same.
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