Example Projects
The Dynamic Dungeon toolset includes several pre-built example scenes and graphs to help you understand different generation techniques. You can find these in Assets/DynamicDungeon/Examples/.
1. Dungeon Demo
System: Constraint Generator (Flow Graph)
Location: Assets/DynamicDungeon/Examples/DungeonDemo/
This demo showcases the high-level layout solver. It uses a branching Dungeon Flow to connect several pre-baked room templates.
- Key Feature: Guaranteed connectivity and door alignment.
- Usage: Open the
DungeonDemoSceneand click Generate on theDungeonSolverobject.
Space for Screenshot: The branching layout of the Dungeon Demo.
2. Organic Cave Demo
System: World Generator (Node Graph)
Location: Assets/DynamicDungeon/Examples/OrganicCaveDemo/
A classic "blobby" cave generator using Perlin Noise and Cellular Automata.
- Key Feature: Shows how to use the
CellularAutomatanode to smooth out noise for a natural look. - Usage: View the
OrganicCaveGraphto see the filter chain.
Space for Screenshot: The smooth, interconnected tunnels of the Organic Cave Demo.
3. Organic Islands Demo
System: World Generator (Node Graph)
Location: Assets/DynamicDungeon/Examples/OrganicIslandsDemo/
This demo uses a Radial Gradient combined with Simplex Noise to generate isolated islands in an ocean.
- Key Feature: Demonstrates mask blending to constrain generation to a specific shape (a circle).
- Usage: Observe how the noise is multiplied by the gradient to fall off at the edges.
Space for Screenshot: A bird's-eye view of a procedural archipelago.
4. Terraria Demo
System: World Generator (Node Graph)
Location: Assets/DynamicDungeon/Examples/TerrariaDemo/
A complex 2D side-scrolling example. It features vertical layers (Sky, Surface, Underground, Caverns) each with its own biome and noise settings.
- Key Feature: Extensive use of
HeightBandNodeandBiomeSelectorto create a vertically stratified world. - Usage: Check the
TerrariaDemoGraphto see how multiple biome layers are merged.
Space for Screenshot: The vertical transition from surface forests to deep underground caverns.