Random Walk
A simple algorithm that mimics a "drunkard's walk" to carve out caves and tunnels.
ExploreBinary Space Partitioning (BSP)
Recursively dividing space to create structured, room-based dungeons.
ExploreRoom Separation (TinyKeep)
Using physics-based separation, triangulation, and spanning trees for natural layouts.
ExploreMission Graph (Grammars)
Generating the abstract flow of a level (Start -> Key -> Lock -> Goal) before the layout.
ExploreVoronoi Diagrams
Partitioning space into regions based on proximity. Perfect for biomes and territories.
ExploreRecursive Backtracker (Maze)
The classic algorithm for generating "perfect" mazes with no loops.
ExploreSpace Colonization
Simulating organic growth for trees, lightning, or vascular cave systems.
ExploreFuture & Research Ideas
L-Systems
Formal grammars for generating complex branching structures like plants, ruins, or fractal hallways.
A* Pathfinding
Visualizing how an AI navigates the procedural mess you've created. Essential for solvability testing.
Wang Tiles
A simpler, faster alternative to WFC for seamless pattern generation using edge-matching rules.
Markov Chains
Procedural generation for dungeon names, lore, and NPC dialogue based on text probability.
Cyclic Dungeons
Focusing on non-linear layouts that include loops, shortcuts, and "backtracking" rewards.
3D Voxel Dungeons
Taking these 2D concepts into the 3rd dimension using Three.js or similar web-tech.