The Relative Neighborhood Graph algorithm has proven itself to create some very interesting and useful graphs for the corridor algorithm to use. The graph is highly usable, even without the use of a Minimum Spanning Tree to reduce the amount of edges. Below are some screenshots of what the graph has resulted in. The final version will most likely use this graph, as it is fast and creates credible corridors in the dungeon.
A new type of corridor generation was also implemented, Bresenham’s line plotting algorithm. This one allows for more straight path corridors, as is outlined by the screenshot below. A combination of both Bresenham’s and L-shapes is now used to created even more varied corridors.