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Node Reference

This page provides a summary of all available nodes in the Dynamic Dungeon world generator, categorised by their primary function.

Biome

Nodes used for managing regional characteristics and translating Logical IDs into tiles.

NodeDescription
Biome LayoutThe Mapmaker.** Defines the spatial distribution of biomes across the dungeon using various layout algorithms.
Biome MaskThe Painter.** Replaces Logical IDs only within a specific biome.
Biome OverrideThe Exceptions.** Allows manually forcing specific logical IDs or biomes in certain areas, regardless of the graph's procedural logic.
Biome SelectorThe Filter.** Isolates a specific biome's area into a boolean mask.
Biome Weight BlendThe Arbiter.** Resolves multiple competing weight maps into a single Biome ID map based on which weight is highest per-tile.

Blend

Nodes used for combining multiple masks or float channels using common blend modes.

NodeDescription
Layer BlendThe Visual Compositor.** Combines two float maps using standard layer blending modes, similar to software like Photoshop or GIMP.
Masked BlendThe Switch.** Selects per-tile between two float inputs (A and B) based on a boolean mask.
Weighted BlendThe Fader.** Linearly interpolates (lerps) between two float inputs based on a weight map.

Filter & Transform

Nodes that manipulate existing data to create new shapes or ranges.

NodeDescription
Cellular AutomataThe Organic Smoother.** Refines binary masks (filled/empty) by simulating life-like growth rules.
ClampThe Bounder.** Constrains float values to a specific range.
Column Surface BandThe Layer Cake.** Creates a mask at a specific depth beneath the "highest" solid point in each column.
Distance FieldThe Proximity Map.** Calculates proximity gradients from a source mask.
Edge DetectThe Outline Tool.** Identifies the boundary between filled and empty cells in a mask.
Edge FinderThe Boundary Seeker.** Detects points where two specific logical IDs or semantic tags meet.
Flat FillThe Constant.** Generates a uniform float map where every single cell is set to the same specified value.
Height BandThe Stratifier.** Isolates vertical slices of the map with advanced anchoring.
Height GradientThe Ramp.** Generates a linear vertical gradient from 0.0 to 1.0.
InvertThe Flip.** Reverses the values of a mask or float field.
NormaliseThe Auto-Ranger.** Re-scales any input field back to a clean 0-1 range.
RemapThe Calibrator.** Scales and offsets values from one source range to a new destination range.
SmoothstepThe Softener.** Applies a smooth S-curve interpolation to float values.
StepThe Posteriser.** Creates hard binary transitions from float inputs.
ThresholdThe Binary Gate.** Converts a float field into a boolean mask.

Generator

Nodes that create base shapes from scratch.

NodeDescription
Axis BandThe Slicer.** Generates a normalised horizontal or vertical mask.
Linear GradientThe Transition.** Generates a linear or diagonal transition from 0 to 1 across the map.
Radial GradientThe Circle.** Generates a circular gradient expanding outward from a central point.

Growth & Organic

Algorithms that simulate natural expansion and crawling structures.

NodeDescription
ClusterThe Blobs.** Grows organic, blob-like regions from seed points.
Perlin WormThe Subterranean Carver.** Generates smooth, organic paths by walking noise-steered routes.
VeinThe Filament Grower.** Generates chain-like structures (veins) that crawl across the map.

Logical ID

Nodes for managing structural tile identities.

NodeDescription
Bool Mask to Logical IDThe Converter.** Creates a new Logical ID map directly from a boolean mask.
Logical ID OverlayThe Stamp.** Forces a specific Logical ID onto the map wherever a boolean mask is True.
Logical ID Rule StackThe Logic Engine.** Applies a sequence of conditional rewrite rules.

Maths & Composite

Low-level operations and complex expressions.

NodeDescription
Mask ExpressionThe Logic Controller.** Combines multiple boolean masks using a sequence of logical operations.
MathThe Arithmetic Unit.** Performs basic mathematical operations between two float maps or scalars.

Noise

Procedural data generators.

NodeDescription
ConstantThe Static.** Emits a single unchanging value.
Fractal NoiseThe Detailer.** Stacks octaves to create high-frequency detail.
GradientThe Transition.** Generates a linear, radial, or diagonal transition from 0 to 1 across the map.
Perlin NoiseThe Standard.** Generates layered Perlin noise as a float map.
Simplex NoiseThe Modern Standard.** An efficient, artifact-free alternative to Perlin.
Surface 1D NoiseThe Horizon.** Generates a vertical surface mask using 1D noise applied horizontally.
Voronoi NoiseThe Cellular.** Generates a cellular pattern based on distances to seeds.

Output

The final stage of the generation graph.

NodeDescription
Dungeon GeneratorHigh-Level Solver.** Generates complex constraint-based dungeons at input positions.
Point List OutputThe Scripter.** Exports a Point List channel to an external system or blackboard.
OutputThe Final Stage.** Every graph must have exactly one Output node.

Placement

Nodes for scattering objects and prefabs.

NodeDescription
Placement SetThe Decorator.** Staps multiple prefabs across the map based on a table of rules.
Prefab SpawnerThe Point-Stamper.** Places prefabs at explicit coordinates without modifying tile logic.
Prefab StamperThe "Stamp" Tool.** Places structural landmarks that "carve" into the ground.

Query

Spatial analysis nodes.

NodeDescription
Neighbourhood CheckThe Spatial Inspector.** Checks surrounding tiles for specific IDs or tags.

Sampling

Nodes for generating point distributions.

NodeDescription
Point GridThe Uniform Sampler.** Generates points at regular intervals.
Poisson Disc SamplerThe Distribution Expert.** Generates points with a minimum gap.
Stochastic ScatterThe Probability Cloud.** Generates points based on a per-tile probability mask.

Select

Conditional routing.

NodeDescription
SelectThe Switchboard.** Routes one of four input channels based on a control value.