A slowed down view of the dungeon generator for Red Rogue. Click to start a new dungeon.
Rooms are spawned randomly to a grid (a la Angband) and then randomly assigned a target room to tunnel to. The tunneller tries to avoid making new paths, thus we get skinny paths between rooms and a more economic exploration experience. The tunneller also quits after 200 steps, creating a few dead ends and avoiding especially pedantic tunnelling operations. Rarely the network will not be fully connected. We use bitmapData's floodFill to test this, and it is no problem to spawn another network.