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in the previous video we have finished implementing the corridor first approach to procedural generation of our dungeon now in this video letamp;#39;s start implementing the binary partitioning algorithm so as you might recall the mineral space partitioning is used to split a big area into smaller parts that we can use to generate rooms at those in those spaces so this is what we are going to implement now binary space partitioning is used in the room first algorithm so we are going to first start by implementing the binary space partitioning itself and to do this letamp;#39;s go to scripts folder and letamp;#39;s open up our procedural generation algorithms script ok letamp;#39;s slide it down at the end of our script and letamp;#39;s create a new public static a method that will return a list but this time we are going to use bounce int i think it is a struct we can take a look at the documentation in unity documentation and indeed this is a struct and this represents a bounding