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Endless Dungeon Geomorphs

An endless, vertically scrolling dungeon map built from hand-drawn geomorph tiles, laid out like physical cards on a tabletop. One plain HTML file, no dependencies, no build step — open index.html in a browser (works straight from file://).

A procedurally generated dungeon of geomorph tiles on a wooden table

What it does

Tiles are placed on a grid over a scrolling wood texture, and the layout is generated lazily row by row, forever. The generator guarantees, provably and everywhere:

  • Edge matching — exits meet exits, walls meet walls, and no exit ever faces bare table.
  • No adjacent duplicates — a tile never touches itself in the same rotation.
  • Sealed borders — the sides are always walls; the top has exactly one entrance.
  • Full connectivity — every corridor and room is reachable from the entrance: one connected component, no sealed-off pockets, endlessly.
  • Determinism — the whole dungeon derives from the seed in the URL, so a dungeon can be bookmarked or shared.

Controls

Control Action
Scroll / drag / arrow keys Explore (downward is endless)
Space Toggle the gentle auto-scroll
Sparseness slider How much bare table shows between tiles (~89% packed to a lone winding trail)
⚅ New dungeon New random seed

Both the seed and the sparseness live in the URL hash (#seed=12345&sparse=39), and browser back/forward navigates your dungeon history.

How it works

See SPEC.md — a self-contained specification with the algorithms and invariants, sufficient to re-implement the app in any language: tile slicing and edge signatures, the constructive row builder and its connectivity proof, the bare-table virtual tile, weight profiles, and the verification checklist.

Assets

  • geomorphs/geomorph-tiles-2.jpg — sprite sheet of 15 hand-drawn tiles: three interchangeable variants of each shape (dead end, corridor, corner, T-junction, crossroads).
  • geomorphs/table-top.jpeg — the tabletop texture.

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Dungeon geomorphs endless scrolling

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