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Last month, I made a pretty simple dungeon generator algorithm. It's an organic brute force algorithm, in the sense that the rooms and corridors aren't carved into a grid and that it stops when an area doesn't fit in the graph.

Here's the algorithm :

Start from the center (0, 0) in 2D Generate a room Choose a side to extend to Attach a corridor to that side If it doesn't fit, stop the generation Attach a room at the end of the corridor If it doesn't fit, stop the generation Repeat from steps 3 to 7 until enough rooms are generated

It allowed us to test out our pathfinding algorithm (A* & String pulling).

Here are some pictures of the output in 2D and 3D :