Monday, September 17, 2007

Sewers... again

I have a basic version of the sewer generator working. It uses the BSP tree algorithm described below and give acceptable results for now. Now I have to add doors, lighting, creatures, items ... the usual roguelike developer stuff...

This is the sewers first level. It has clean geometrics shapes and lighting in good overall condition (not yet represented on this screenshot). Lower levels will be darker and have more twisted back alley and organic shapes.

I also had to add a small fix to the visibility algorithm to remove artifacts appearing when the ray was casted almost parallel to a wall. Check the same dungeon zone on the following screenshot. On the upper screenshot, some cells on the wall are hidden whereas they should be visible. This has been fixed as seen on the lower screenshot. I'll probably post an article on the whole visibility algorithm one of these days...