From 2D...
Dungeons are initially generated and calculated in 2D space through a generative grammar system and graph organisation process, ensuring that they are structured in a way that gives players an engaging and enjoyable dungeon-delving experience
...to 3D!
Once the dungeon layout is calculated in 2D space, it makes the move to 3D by creating a protective external shell and then building individual rooms and passageways using a wave-function collapse algorithm. This ensures that no two rooms are identical!
Tiles Tiles Tiles
Individual rooms are broken down into a grid of 2x2x2 spaces, and then filled using predefined tiles with determined requirements and restrictions linked to structure pools, using wave-function collapse. This keeps rooms from looking too alike!
Wait a minute...
A familiar-looking wiring gun is included for the aid of adventure map makers to employ the trap system blocks used by dungeons to generate their traps without filling too much space with complex redstone wiring