majidmanzarpour/threejs-procedural-dungeonPublic

Real-time procedural dungeon generator in Three.js - deterministic seeds, Delaunay/MST graph layouts, room semantics, five themes, and a custom bloom/tilt-shift pipeline.

AI summary: A deterministic procedural dungeon generator visualizing its build pipeline in real-time using Three.js.

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JavaScriptMITCreated Jul 5, 2026Last push 1mo ago+10 stars this week+11 this month

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    MIT

What threejs-procedural-dungeon does

Dungeon Forge is an interactive demonstration of procedural generation algorithms, built with Three.js. It visibly animates the entire process of creating a dungeon map, from initial room scattering and separation to Delaunay triangulation, graph routing, and grid carving. Because the entire pipeline is driven by a single `mulberry32` deterministic random number generator stream, entering the same seed always produces the exact same map layout and prop placement. It allows users to manipulate parameters in real-time and watch the algorithmic steps unfold visually.

This project is for game developers, creative coders, and technical artists interested in procedural generation. It serves as both an educational tool and a visually compelling technical demo of WebGL capabilities.

  • Deterministic Generation: A single seed value dictates every aspect of the map, ensuring 100% reproducibility.
  • Live Pipeline Visualization: Renders each step of the algorithm (scattering, triangulation, carving) sequentially on screen.
  • Three.js Rendering: Utilizes modern WebGL via Three.js to render rooms, props, lights, and particles in 3D.
  • Guaranteed Connectivity: The algorithm ensures all generated rooms are wired into a fully traversable corridor graph.
  • Thematic Dressing: Automatically populates rooms with theme-specific liquids, dynamic lights, and environmental props.

Where teams use it

Algorithm Education

Students and developers can study the visualizer to understand how separation and triangulation algorithms work in game dev.

Game Map Prototyping

Game designers can rapidly iterate on seed values and sliders to find interesting layouts for roguelike levels.

Procedural Art

Users can simply enjoy watching the mesmerizing process of structured order emerging from randomized noise.

Three.js Reference

Web developers can reference the codebase to see how to manage complex, dynamic 3D scenes and lighting in the browser.

Getting started: Visit the live demo or clone the repo to explore the source.

README

main branch

🏰 Dungeon Forge

A deterministic procedural dungeon generator you can watch build itself, room by room. Rooms are scattered and shoved apart, triangulated, wired into a corridor graph, carved into a tile grid, and dressed with theme-specific props, liquids, lights, and particles — every stage seeded from a single number, so any seed rebuilds the exact same dungeon. Rendered live with Three.js.

Dungeon Forge — a procedurally generated molten dungeon seen from above

Type a seed, pick a theme, drag the sliders, and watch the pipeline light up stage by stage. Every forge is reproducible and every dungeon is guaranteed fully connected.


✨ Features

  • One seed, one dungeon. A single mulberry32 stream is threaded through every stage — scatter, separation, triangulation, room roles, carving, decoration. The same seed always yields the same map, down to the last torch. Change one digit and get an entirely new floor.
  • A real generation pipeline, visualized. Watch it run: scatter → separate → Delaunay → MST + loops → semantics → carve → rasterize + BFS → decorate. Each step lights up in the HUD as it happens, and you can scrub the whole build animation or skip it.
  • Graph-based layouts. Rooms are Delaunay-triangulated, reduced to a minimum spanning tree for guaranteed connectivity, then selectively re-looped so the dungeon has shortcuts and cycles instead of a boring spanning-tree spider.
  • Room semantics. A BFS from the entrance assigns depth and difficulty, then tags rooms as entrance, combat, elite, treasure, shrine, or boss based on where they sit on the critical path — so the layout reads like a real level, not just connected boxes.
  • Five hand-tuned themes (plus AUTO, which picks one from the seed): Ancient, Molten, Frost, Grim, Verdant. Each swaps the palette, lighting rig, liquids (lava / water / miasma), props, particle system (embers / snow / spores / wisps), and torch color.
  • Procedural everything. Stone, cracks, runes, portals, and light shafts are all generated to canvas textures at load; geometry is built from primitives; nothing is loaded from disk.
  • Instanced rendering. Thousands of floor tiles, walls, props, and decorations are drawn with InstancedMesh, so an 80-room dungeon with ~6,000 floor tiles still holds a high frame rate.
  • Custom post-processing. A hand-written pipeline — bright-pass bloom, separable blur, tilt-shift focus band, cool-shadow / warm-highlight color grade, vignette, and film grain — gives the whole thing its painted-miniature look. Toggle it live for an A/B.
  • Live readouts. Room count, links · loops, critical-path length, floor-tile count, light count, generation time, draw calls, triangles, and FPS — all updating as you forge.
  • Overlays. Flip on the graph overlay to see the Delaunay edges, MST, and loops in world space, or the difficulty heatmap to see how the danger ramps from entrance to boss.
  • Object layers. Toggle whole categories of the scene on and off live — props, torches, particles, liquids, lights — without re-forging. Strip it back to bare architecture, or kill the lights and watch it read by torchlight alone.
  • Responsive & touch-ready. The control panel collapses to a slim bar (on desktop and mobile) so the dungeon has the whole screen, and every target is sized for a fingertip on phones/tablets.

🎮 Controls

Action Input
Pan drag
Zoom scroll wheel
Orbit shift-drag
Reforge R or FORGE DUNGEON
Cycle theme T
Toggle graph overlay G
Toggle difficulty heatmap H
Toggle post FX P
Skip build animation space

The panel (top-left) drives everything: type a seed (or roll the dice), pick a theme, and adjust rooms, loopiness, and decor density. Every change re-forges deterministically.


🚀 Quick start

npm install
npm run dev        # http://localhost:5173

Build a static bundle (drop dist/ on any static host — Netlify, GitHub Pages, itch.io, a plain folder):

npm run build
npm run preview    # serve the production build locally

Requires Node 18+.


🧠 How it works

Every forge runs the same deterministic pipeline. Nothing is random in the "different each run" sense — the only entropy is the seed you give it.

  1. Scatter. Room rectangles are sampled in a rough disc, sized from a distribution biased toward small rooms with a few large ones.
  2. Separate. Overlapping rooms push each other apart over a few relaxation passes until the layout is non-overlapping but still compact.
  3. Delaunay. Room centers are Delaunay-triangulated to get a natural, non-crossing candidate graph of "which rooms could plausibly connect."
  4. MST + loops. A minimum spanning tree over that graph guarantees the dungeon is fully connected; then a tunable fraction of the leftover Delaunay edges are added back as loops for shortcuts and cycles.
  5. Semantics. A breadth-first search from the entrance assigns each room a depth and difficulty, finds the critical path to the boss, and tags rooms as entrance / combat / elite / treasure / shrine / boss.
  6. Carve. Rooms and their connecting corridors are stamped into a tile grid (floor / wall / doorway), with L-shaped corridors and the occasional sunken liquid pit.
  7. Rasterize + BFS. The grid is walked to place walls, doorways, and edge trims, and to compute per-tile shading (ambient occlusion from neighboring walls, moss, pool glow).
  8. Decorate. Props, torches, runes, portals, and a theme-appropriate particle field are scattered by density; point lights are budgeted and placed at the most important rooms and torches.
  9. Render. Everything is batched into InstancedMesh draw calls and composited through the custom post-processing stack.

Project structure

dungeon-forge/
├── index.html          # canvas mount + control/telemetry panel markup
├── src/
│   ├── main.js         # the whole app: RNG, generator pipeline, themes,
│   │                   #   procedural textures/geometry, instanced render,
│   │                   #   post-processing, camera, input, HUD
│   └── ui/
│       └── styles.css  # panel, HUD, legend, and control styling
├── docs/preview.jpg    # README hero
└── public/og.jpg       # social-share image

The generator and renderer live in a single self-contained main.js — it's one tightly-coupled system (shared RNG, materials, geometry caches, and render targets), so it reads best as one module.


🎛️ The panel

Control What it does
Seed the number every stage is derived from; the dice button rolls a random one
Theme AUTO (seed-picked) or force Ancient / Molten / Frost / Grim / Verdant
Objects toggle props / torches / particles / liquids / lights on or off, live
Rooms how many rooms to scatter (12–80)
Loopiness fraction of Delaunay edges added back as loops beyond the MST
Decor density how heavily rooms are dressed with props and particles
Graph overlay draw the Delaunay edges, MST, and loops over the world
Difficulty heatmap tint rooms by their BFS difficulty, entrance → boss
Animate build play the pipeline stage-by-stage (or forge instantly)
Post FX toggle the bloom / tilt-shift / grade / grain stack

The panel collapses with the button in its top-right corner — on desktop and mobile alike — to hand the canvas back to the dungeon.


🛠️ Built with

  • Three.js — WebGL rendering
  • Vite — dev server & bundler

No game engine, no physics library, no asset pipeline — the geometry, textures, and post-processing are all generated in the browser.

A note on the Three.js version. This started life as a single-file prototype pinned to Three.js r128 (loaded from a CDN). It has since been migrated to the latest Three.js as an ES module: the color-management API (outputColorSpace / color-space constants), MSAA render targets (the samples option), and the physically-based lighting model (analytic light intensities scaled to match the old legacy look) were all updated so the render matches the original pixel-for-pixel.


📄 License

MIT © 2026 Majid Manzarpour.

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DateListRankStars gained
Jul 6, 2026daily#15+6
  • react/react

    The library for web and native user interfaces.

    247.1K stars · JavaScript

  • affaan-m/ECC

    The agent harness performance optimization system. Skills, instincts, memory, security, and research-first development for Claude Code, Codex, Opencode, Cursor and beyond.

    238.5K stars · JavaScript

  • affaan-m/ECC

    The agent harness performance optimization system. Skills, instincts, memory, security, and research-first development for Claude Code, Codex, Opencode, Cursor and beyond.

    234.7K stars · JavaScript

  • vercel/next.js

    The React Framework

    141.7K stars · JavaScript

  • DietrichGebert/ponytail

    Makes your AI agent think like the laziest senior dev in the room. The best code is the code you never wrote.

    98.1K stars · JavaScript

  • JuliusBrussee/caveman

    🪨 why use many token when few token do trick — Claude Code skill that cuts 65% of tokens by talking like caveman

    96.7K stars · JavaScript