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Question by
ImKnocks · Mar 07, 2020 at 10:09 AM ·
procedural generationdungeonseed
Procedural generation seed that can be manipulated
Hello, I'm trying to create a procedural dungeon generator that sort of uses a 'genetic algorithm'. The aim is to generate a map -> rank its 'fitness' -> slightly change the map -> rank fitness again and compare -> proceed with the better map and repeat until a good map has been generated.
However, I am having trouble figuring out how to generate a seed from the generated map that can be manipulated. I've tried using Random.InitState but it doesn't seem to be suitable for what I'm trying to achieve and I am quite lost.
Any help would be really appreciated, thanks.
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