Generate organic cave maps with cellular automata, smoothing controls, largest-region cleanup, entrances, exits, resource nodes, and hazards.
Generate organic cave maps with cellular automata, smoothing controls, largest-region cleanup, entrances, exits, resource nodes, and hazards.
It fills a seeded binary grid, applies cellular smoothing rules, keeps the largest walkable component, and places gameplay markers inside it.
Exported data contains the grid, tile legend, connectivity statistics, entrance, exit, resources, and hazards.
Very high wall density can produce compact caves; regenerate or lower the fill value when you need broader traversal space.
No. Inputs, calculations, previews, generation, copying, and downloads are processed locally in your browser.