🏰 Procedural Dungeon Generator
Generate game levels with three classic algorithms. A seeded LCG makes every map reproducible — the same seed always yields the same dungeon.
0
Rooms created
0
Floor tiles
0%
Floor %
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Longest path
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Connectivity
Three algorithms.
BSP recursively splits the map into sub-regions, drops one
room into each leaf, then connects sibling rooms with corridors (tree
splits shown as the overlay). Rooms drops non-overlapping
rooms and links them with L-shaped corridors along a
nearest-neighbour spanning chain. Cave random-fills the grid,
then applies the 4-5 cellular-automata rule (a cell becomes wall if
≥5 of its 8 neighbours are walls) for organic caverns. Start (green)
and exit (red) mark the two most distant floor regions; the longest
path is a BFS flood distance and connectivity is the share of floor
tiles reachable from the start.