📝§ Procedural Map Generation
https://www.gamasutra.com/blogs/AAdonaac/20150903/252889/Procedural_Dungeon_Generation_Algorithm.php
generate a ton of rooms
run physics engine to make rooms not collide
select main rooms (e.g., rooms that are 1.25 larger than average)
use Delaunay Triangulation
e.g., Prim’s Algorithm seems to be a simple algorithm
add a couple of edges from triangulated graph so the result is can have multiple ways between rooms
layout build corridors
bring back non-main rooms that overlap with corridors
actually build everything
Basic BSP Dungeon generation (BSP = Binary Spanning Tree)
partition available space N times to build Binary Spanning Tree
place rooms randomly in leafs
recursively connect rooms bottom-to-top