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@@ -1,4 +1,4 @@
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-# Cellular Automota Maps
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+# Cellular Automata Maps
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---
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@@ -10,7 +10,7 @@
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---
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-Sometimes, you need a break from rectangular rooms. You might want a nice, organic looking cavern; a winding forest trail, or a spooky quarry. *One Knight in the Dungeon* uses cellular automota for this purpose, inspired by [this excellent article](http://www.roguebasin.com/index.php?title=Cellular_Automata_Method_for_Generating_Random_Cave-Like_Levels). This chapter will help you create natural looking maps.
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+Sometimes, you need a break from rectangular rooms. You might want a nice, organic looking cavern; a winding forest trail, or a spooky quarry. *One Knight in the Dungeon* uses cellular automata for this purpose, inspired by [this excellent article](http://www.roguebasin.com/index.php?title=Cellular_Automata_Method_for_Generating_Random_Cave-Like_Levels). This chapter will help you create natural looking maps.
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## Scaffolding
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@@ -454,7 +454,7 @@ pub fn random_builder(new_depth: i32) -> Box<dyn MapBuilder> {
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## Wrap-Up
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-We've made a pretty nice map generator, and fixed our dependency upon rooms. Cellular Automota are a *really* flexible algorithm, and can be used for all kinds of organic looking maps. With a bit of tweaking to the rules, you can make a really large variety of maps.
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+We've made a pretty nice map generator, and fixed our dependency upon rooms. Cellular Automata are a *really* flexible algorithm, and can be used for all kinds of organic looking maps. With a bit of tweaking to the rules, you can make a really large variety of maps.
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**The source code for this chapter may be found [here](https://github.com/thebracket/rustrogueliketutorial/tree/master/chapter-27-cellular-automota)**
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