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Editorial Team
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Editorial Team
Asked: May 17, 20262026-05-17T21:15:49+00:00 2026-05-17T21:15:49+00:00

So, I was thinking about making a simple random world generator. This generator would

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So, I was thinking about making a simple random world generator. This generator would create a starting “cell” that would have between one and four random exits (in the cardinal directions, something like a maze). After deciding those exits, I would generate a new random “cell” at each of those exits, and repeat whenever a player would get near a part of the world that had not yet been generated. This concept would allow a “infinite” world of sorts, all randomly generated; however, I am unsure of how to best represent this internally.

I am using C++ (which doesn’t really matter, I could implement any sort of data structure necessary). At first I thought of using a sort of directed graph in which each node would have directed edges to each cell surrounding it, but this probably won’t work well if a user finds a spot in the world, backtracks, and comes back to that spot from another direction. The world might do some weird things, such as generate two cells at one location.

Any ideas on what kind of data structure might be the most effective for such a situation? Or am I doing something really dumb with my random world generation?

Any help would be greatly appreciated.
Thanks,
Chris

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  1. Editorial Team
    Editorial Team
    2026-05-17T21:15:50+00:00Added an answer on May 17, 2026 at 9:15 pm

    A map< pair<int,int>, cell> would probably work well; the pair would represent the x,y coordinates. If there’s not a cell in the map at those coordinates, create a new cell. If you wanted to make it truly infinite, you could replace the ints with an arbitrary length integer class that you would have to provide (such as a bigint)

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