Overview
Cellular Automata Cave Generation starts from random solid and empty cells, then repeatedly applies local rules to form connected cave regions.
Creates cave-like maps by smoothing random grids with neighbor rules.
Compact metadata for implementation and discovery.
Cellular Automata Cave Generation starts from random solid and empty cells, then repeatedly applies local rules to form connected cave regions.
Quick facts
Runtime and memory behavior at a glance.
Best
O(n)
Average
O(t n)
Worst
O(t n)
Space
O(n)
Show random noise smoothing into cave-like regions.
Cellular Automata Cave Generation operates in O(t n) time and O(n) space within the Grid Generation family. Often compared with Cellular Automata and Flood Fill.
What each reference supports for this entry.
Procedural-generation reference supporting Cellular Automata Cave Generation constraint solving, constructive generation, terrain, dungeon, or stochastic content workflow.
Open sourceGood next jumps from the relationship graph, ranked for useful discovery.
Cave generation applies cellular automata smoothing rules to grids.
Cellular automata caves smooth random grids, while drunkard's walk carves paths from random movement.