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- An Efficient Observation Algorithm - Avier Taylor-Paul [taylor@tcnj.edu].txt In this case, "optimal algorithm" exactly means that we do8 KB (1,325 words) - 06:53, 22 March 2009
- original idea, but I have never seen this exact algorithm used for objectives beforehand. This can help a lot when designing an algorithm,8 KB (1,277 words) - 09:18, 26 June 2014
- And now the code of the random-map-generation-algorithm begins! Improved algorithm and cleaned up some code by underww32 KB (3,945 words) - 22:56, 30 July 2015
- #REDIRECT [[C-Sharp Example of Dungeon-Building Algorithm]]59 bytes (6 words) - 09:02, 2 June 2016
- And now the code of the random-map-generation-algorithm begins!19 KB (1,806 words) - 09:02, 2 June 2016
- 8 KB (1,316 words) - 00:39, 13 October 2012
- And now the code of the random-map-generation-algorithm begins!22 KB (2,002 words) - 17:32, 25 July 2014
- #REDIRECT [[My Algorithm by Adam Milazzo in Dart]]50 bytes (8 words) - 08:40, 11 October 2023
- == Dart Port of My Algorithm == This is a Dart port of '''My Algorithm''' by Adam Milazzo.7 KB (819 words) - 12:07, 20 October 2023
- ...for roguelikes due to their cellular nature. A detailed explanation of the algorithm can be found [http://www.cs.helsinki.fi/group/goa/mallinnus/lines/bresenh.h Here is a simple way of using the algorithm in C# with delegates.20 KB (2,929 words) - 02:44, 7 August 2023
- #REDIRECT [[Bresenham's Line Algorithm]]40 bytes (4 words) - 02:49, 8 May 2008
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- The random walk (a.k.a. "drunkard's walk") is a simple algorithm which can be used to generate a somewhat cave-like environment. Generating For optimal results, this algorithm requires that the map be dynamically resized; without such measures, levels2 KB (210 words) - 18:56, 3 October 2014
- #REDIRECT [[C-Sharp Example of Dungeon-Building Algorithm]]59 bytes (6 words) - 09:02, 2 June 2016
- #REDIRECT [[My Algorithm by Adam Milazzo in Dart]]50 bytes (8 words) - 08:40, 11 October 2023
- * O(N<sup>2</sup>) algorithm available. * [[Digital field of view implementation]] is Zeb's explanation for his own algorithm, based on a method similar to beam casting.2 KB (339 words) - 19:22, 3 January 2012
- ...d [[Python]]) have already begun using the Mersenne twister as its default algorithm for its own [[RNG]]. A description of the algorithm on Wikipedia: [http://en.wikipedia.org/wiki/Mersenne_twister]949 bytes (153 words) - 01:27, 27 April 2013
- A more complete description of the algorithm used in permissive-fov can be found at [[Precise Permissive Field of View]] Precise field of view means that the algorithm does not make any2 KB (304 words) - 21:16, 9 January 2021
- An implementation of this algorithm is given at [[An Implementation of City Generation by Leaf Venation]].131 bytes (18 words) - 10:38, 25 October 2012
- This is an explanation of how to implement the [[Digital field of view]] algorithm. ...ns an implementation of the not-so-dumb algorithm and the O(N<sup>2</sup>) algorithm.8 KB (1,446 words) - 06:46, 22 March 2009
- ...of sight, then cells C and D do not have to be checked for visibility. The algorithm is divided into two parts: a precalculation step which establishes the visi === Algorithm ===3 KB (577 words) - 04:45, 22 August 2020
- ...ny two squares in constant time, so it is the most efficient Line Of Sight algorithm known once the preprocessing is done. ...which some other tiles that ought to be visible in a perfect Line of sight algorithm are not visible in FastLOS.6 KB (1,102 words) - 07:53, 23 October 2011
- ...o Isaac Kuo's [http://www.geocities.com/mechdan/ java applet demo] of this algorithm. This algorithm should be pretty fast as it is--certainly faster6 KB (979 words) - 06:48, 22 March 2009
- You can use some an extremely simplified LOS algorithm for such levels, mistakes in them for sure anyways. I think this algorithm is pretty5 KB (745 words) - 06:46, 22 March 2009
- heuristicless algorithm. What follows is a way one could implement this algorithm. A 'square' is a4 KB (511 words) - 12:22, 12 September 2006
- ...ergstrom's [[FOV_using_recursive_shadowcasting|recursive shadowcasting FOV algorithm]]. It is basically a straight port of the [[Python shadowcasting implementa ...as artifacts and is not symmetric ... but it is the more popular roguelike algorithm.4 KB (459 words) - 07:53, 5 January 2009
- ...ost of the ingame content is randomly generated, this means that a special algorithm dependant on a [[random number generator]] is used to define certain charac465 bytes (76 words) - 03:43, 6 August 2018
- ...l). For the purposes of this article, down-towards-up is chosen. The basic algorithm will create a simple down-towards-up path, winding to straight. ==The basic algorithm==8 KB (980 words) - 15:42, 22 October 2011
- * [[Isaac_s_fast_beamcasting_LOS]] -- An approximate algorithm using 'wide beams' sent out at fixed slopes. The larger the radius, the mor ...ases, it does not precisely capture Permissive Field of View. However, the algorithm guarantees symmetry in the field of view.3 KB (457 words) - 20:43, 25 February 2017
- The algorithm described below works on a rectangular grid and generates a sequence of cel algorithm. Then, select a subset of the line cells - skipping randomly two or three c3 KB (321 words) - 16:24, 29 August 2017
- ...programming skills of the RL programmer, and the desired behavior of your algorithm. There is several desired behaviors. If you haven't yet, check out [[Compar The above example is a typical line of sight algorithm dilemma ; in the geometry, we may or may not consider walls obstruct @'s vi7 KB (1,147 words) - 04:41, 27 April 2017
- == Algorithm ==4 KB (623 words) - 01:30, 5 April 2012