- Generate squares of random sizes and let unity seperate them (with some optimizations from my side like maintain grid)
- Highlight and store rooms which can be Main Rooms
- Delaunay triangulate paths between these rooms
- Choose one minimal spanning path
- draw lines beteween these paths (usually L shaped and non overlapping for proper dungeon)
- finally highliged rooms and path for one particular dungeon path
- Change number of redRooms (in Rooms.cs) to get more rooms
- can be used in procedural room based roguelike rpg
- Step 5 can have better lines drawn for covering more in between rooms
- wider raycast
- other shapes that wont overlap
- The sqaures in step 1 always end up with some space between them due to optimization
- a way to bring them closer after the final seperation