Developer Tests 4 Dungeon Generation Algorithms; Cellular Automata Fails Connectivity Every Time
A developer benchmarked four procedural dungeon generation algorithms — BSP trees, cellular automata, random walk, and room placement — each run 20 times on an identical 80x40 grid. Key metrics measured included open space percentage, map connectivity, number of rooms, average path length, and generation speed. The standout finding was that cellular automata produced zero percent connectivity across all 20 runs, meaning every generated map contained unreachable areas. BSP trees and room placement both achieved 100% connectivity, with room placement also being the fastest at just 0.29 milliseconds per run. Random walk matched connectivity but was by far the slowest, clocking in at 274.7 milliseconds per generation.
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