Hi everyone. I am trying to implement a random dungeon generator. What im curious about , is if theres a established routine for verifying the important adjacent tiles as the new tile is placed. I have drawn out a diagram, and as far as i can tell , if i iterate through a 8 x 8 array from [0, 0] up, *exlcuding all the outer walls tiles, there is only ever 2 tiles that i need to actually check, when placing a tile…
For eg, if i have a tile being placed at [2, 3], the only two tiles that need to be checked would be [2, 2] and [1, 3]. Any other tiles are either not adjacent , or havent been created / placed yet.
Now , i could be way out to lunch, and have no clue what im doing, but so far i have managed to get a 8 x 8 grid populated with my random dungeon tiles, but i have only been able to enforce outer wall peices , and the first [x, ] dimension of the array to locate properly. All my other peices are quite the headache.
I have created all the possible combinations of N, E, S, W , SW, NW, NE etc , mini room prefabs. So, all the right peices to make proper connetinos should be there.
Please understand , that im not interested in being pointed to a downloadable project full of things i woud have to sift through trying to extort the relevant information, but more so , im interested in just quick pointers , maybe thoughts , something i have missed. I know im close to achieving this, and i do indeed want to fuly understand all the code i have created / use for this to happen.
Thanks for any tips , pointers.