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Help with procedural tilemap using Binary trees


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I have seen quite a few guides on BSP dungeon algorithms. But I can't quite figure out how to make something work with a tilemap in Phaser, or atleast, something that isn't very messy... Anyone on here play around with random generated maps and could help me out with the basic procedures? 



This was a pretty good guide I found http://gamedevelopment.tutsplus.com/tutorials/how-to-use-bsp-trees-to-generate-game-maps--gamedev-12268


But again... I'm not quite sure how i'd get it all to work clean with Phaser's tilemap system. 



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