This crate provides an abstract interface for roguelike dungeon generator and some generator implementations
- Binary Space Partition tree based generator
- Depth First Search based generator
- Cellular Automata based generator
- Agent Modeling based generator
- Generative Grammars based generator
- Delaunay Triangulation and Minimal Spanning Tree based generator from Reddit (maybe it's better not to implement this one)
- Shaker, Noor and Liapis, Antonios and Togelius, Julian and Lopes, Ricardo and Bidarra, Rafael, «Constructive generation methods for dungeons and levels», Computational Synthesis and Creative Systems, pp. 31--55, 2016
- Wikpedia: Maze generation algorithm
- Basic BSP Dungeon generation
- How to Use BSP Trees to Generate Game Maps by Timothy Hely
- Cellular Automata Method for Generating Random Cave-Like Levels
- Andrew Doull, Unangband Dungeon Generation
- «Procedural Dungeon Generation Algorithm Explained» (Delaunay Triangulation, Minimal Spanning Tree)
- Brian Walker - Procedural level design in Brogue and beyond (video)