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Procedural worlds in one line of GDScript.

DTL for Godot is a GDExtension that wraps the battle-tested C++ Dungeon Template Library. It exposes a single, friendly DTL class with 15+ algorithms for generating maps you can drop straight into a TileMap, height-map, or any 2D grid your game needs.

DTL generators

What you get

  • Roguelike dungeonsRogueLike and SimpleRogueLike produce classic rooms-and-corridors layouts with configurable room sizes, corridor lengths, and density.
  • MazesMazeBar, MazeDig and ClusteringMaze for blocky grids, organic tunnels, and cave-like labyrinths.
  • IslandsPerlinIsland, PerlinLoopIsland, PerlinSolitaryIsland, FractalIsland, FractalLoopIsland, SimpleVoronoiIsland, DiamondSquareAverageIsland, DiamondSquareAverageCornerIsland, and CellularAutomatonIsland/CellularAutomatonMixIsland for everything from rough coastlines to smooth height-maps.
  • Native C++ performance — generation runs at full speed, even for large maps, without ever leaving the engine.
  • Single, simple API — every method returns a 1D [width × height] array you can iterate however you like.

Quick start

extends Node

func _ready() -> void:
    var dtl := DTL.new()
    var dungeon := dtl.SimpleRogueLike(
        64, 64,
        3, 4,      # divisions
        5, 6,      # room x range
        7, 8       # room y range
    )

    for y in range(64):
        for x in range(64):
            $TileMap.set_cell(0, Vector2i(x, y), dungeon[y * 64 + x])

Pick a different generator — dtl.PerlinSolitaryIsland(...), dtl.MazeDig(...), dtl.RogueLike(...) — and the rest of your code stays exactly the same.

Install

Drop the addon into your project, enable it under Project → Project Settings → Plugins, and you're done. Works with Godot 4.3 and up.

Source & contributing

Pull requests, new generators, and examples are very welcome — see the GitHub repository.

MIT licensed.

Changelog for version 0.0.4-citest

No changelog provided for this version.

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