Procedural Level Generation in Games Tutorial: Part 1

A tutorial on procedural level generation using the Drunkard Walk algorithm. By Kim Pedersen.

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Where to Go from Here?

You've earned a basic understanding of how to generate procedural levels in your game. Here is the full source code for the first part of the tutorial.

In the second part of this tutorial, you will extend the map generation code even further by adding rooms. You'll also make map generation more controllable by adding several properties that will influence the process.

If you have any comments or suggestions related to this tutorial, please join the forum discussion below.

Kim Pedersen

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