Apart from map generation I'm almost done with grass/roots rendering, thanks!


(the map is hand-drawn, not generated)
The only problem I'm facing is grass/roots overlapping:

I think this is what you meant by "centered":
Quote from: Plutonic on December 17, 2018, 08:36 PM
Then, for every pixel that is a "top edge of the map", we just place one of these 1px images on it (centered), where the modulus of the x co-ordinate is used to look up the correct image.
Seems like I need to figure out whether the grass/roots exceed the vertical slice's center of the map to find out whether it can draw them further...
I've read about unicursal mazes in the link you provided and I think this is the gist:
QuotePerfect maze (left) and unicursal loop resulting from it (right). The loop can be broken at any edge next to one of the exterior walls and parallel to it (marked in red), to give a unicursal maze that starts and ends at a border.
I suspect that you somehow generate a bunch of those loops and break them at strategically random edges that actually seamlessly connect them afterwards... Still far from implementing it though.

QuoteThe maze dimensions should both be 4 or more, or 3×(odd number ≥ 3), to exclude some special cases that are hard to handle, as some have a solution and some don't.
This actually explains why you generator is limited 4x4 rooms in RR maps!
Also, Merry Christmas and Happy New Year! Feel free to reply any time.