| #Simple procedural generation of "dungeon maps" | |||||
| # Simple procedural generation of "dungeon maps" | |||||
| Basic proof of concept for a "cellular automata" model. No real refinement at this point. | Basic proof of concept for a "cellular automata" model. No real refinement at this point. | ||||
| * --reps *x*: the number of smoothing passes to take on the map. *x* must be a positive integer. Large values can significantly extend runtime. | * --reps *x*: the number of smoothing passes to take on the map. *x* must be a positive integer. Large values can significantly extend runtime. | ||||
| * --out: save the result to an image in the maps/ directory instead of printing it to the screen. | * --out: save the result to an image in the maps/ directory instead of printing it to the screen. | ||||
| ###A note on width and height | |||||
| ### A note on width and height | |||||
| If you use --out, width and height are in pixels. | If you use --out, width and height are in pixels. | ||||