Procedural Generation of Multilevel Dungeons for Application in Computer Games using Schematic Maps and L-system

  • Izabella Antoniuk
  • Przemysław Rokita
Part of the Studies in Big Data book series (SBD, volume 40)


This paper presents a method for procedural generation of multilevel dungeons, by processing set of schematic input maps and using L-system for shape generation. Existing solutions usually focus on generation of 2D systems or only consider creation of cave-like structures. If any 3D underground systems are considered, they tend to require large amount of computation, usually not allowing user any considerable level of control over generation process. Because of that, most of existing solutions are not suitable for applications such as computer games. We propose our solution to that problem, allowing generation of multilevel dungeon systems, with complex layouts, based on simplified maps. User can define all key properties of generated dungeon, including its layout, while results are represented as easily editable 3D meshes. Final objects generated by our algorithm can be used in computer games or similar applications.


Computer games L-systems Procedural content generation Procedural dungeon generation 


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Copyright information

© Springer International Publishing AG, part of Springer Nature 2019

Authors and Affiliations

  1. 1.Institute of Computer ScienceWarsaw University of TechnologyWarsawPoland

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