🏰 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 %
Longest path
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.