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  • ...ented the necessary code to spawn items. With that, the dungeon generation algorithm is actually quietly finished for now. The monster/item lists just need to b ...tored. Next stop is adding rooms, monsters and items to the level creation algorithm
    7 KB (1,218 words) - 04:37, 17 September 2010
  • ...me cases, the main issue was the speed, in others, problems related to the algorithm not penetrating diagonal lines of obstacles or an unacceptable grade of asy ..., to determine a cell's visibility. The final result is a very restrictive algorithm that appears to fulfill the basic requirements enumerated on RGRD: it has d
    8 KB (1,352 words) - 19:40, 20 March 2022
  • A working field-of-view (or commonly known as line of sight) algorithm is one of the essential parts in any roguelike. A FOV algorithm is used to calculate which
    13 KB (1,910 words) - 12:27, 11 March 2024
  • The most generic algorithm is something like: f(x) equals to cost from start node + estimate to goal, the algorithm is A*.
    15 KB (1,911 words) - 04:31, 7 January 2008
  • ...plementary field of view algorithms: symmetric shadow casting and a custom algorithm allowing for non-binary vision.
    2 KB (233 words) - 07:18, 22 May 2024
  • ...owns, dungeons, and other points of interest are placed using an analyzing algorithm that ensures sensible progression and difficulty. Includes over 18 differen
    2 KB (322 words) - 23:20, 8 April 2012
  • ...l algorithm, starting with the seed. For example, if the seed is 5 and the algorithm is ''f''(''n'') = 3''n'' + 1 mod 10, we generate the sequence 5 6 9 8 5 6 9 ...implement a new RNG. However, you should '''not''' try to create your own algorithm, as it would almost certainly be even worse than the one you're trying to r
    15 KB (2,395 words) - 03:25, 6 August 2018
  • ...of a long, straight corridor. This can either be a natural property of the algorithm used (in which case the walls are '''visible''') or handled as a special ca ...rithm that is not symmetric, admits two obvious ways of transforming to an algorithm that is symmetric. Assume that for any two squares x,y in a given collecti
    24 KB (3,480 words) - 22:19, 12 June 2014
  • * Raycasting Field of View algorithm
    2 KB (277 words) - 21:27, 26 November 2022
  • ==Algorithm==
    8 KB (1,293 words) - 00:24, 22 June 2021
  • ...bly want to generate some content. Lets do that with an assumed generation algorithm 'GenerateCaves', like so: ...ell representing open walkable space, and another representing a wall. The algorithm itself functions using one of the wonderful, magical methods detailed on th
    5 KB (858 words) - 06:18, 22 June 2021
  • The map generation crafts a fancy cave system using a cellular automata algorithm and corridors are dug if necessary to ensure connections between areas.
    2 KB (263 words) - 21:53, 24 January 2024
  • Angband 2.8.5 line-of-sight algorithm.
    3 KB (407 words) - 02:12, 19 May 2017
  • algorithm works in hallways, rooms, town, destroyed areas, etc. If you are in a hallway, then the algorithm must determine if
    6 KB (1,096 words) - 14:09, 5 June 2011
  • This algorithm allows guards to collaboratively search for player and narrow down areas pl
    4 KB (580 words) - 15:39, 20 September 2014
  • ...e decisions about gameplay. Articles under "implementation" will help with algorithm design, and offer various methods of implementing features. Headings are ar * [[Dungeon-Building Algorithm]]
    11 KB (1,378 words) - 14:20, 25 November 2023
  • * 11 dungeon levels, 90x90, [[BSP]]-generated with my own algorithm.
    4 KB (579 words) - 11:40, 3 June 2015
  • Varying parameters and details of the algorithm can produce different-looking maps; for instance, here's one generated by r * The algorithm is guaranteed to produce a connected map.
    23 KB (1,517 words) - 09:13, 12 October 2020
  • '''A*''' is a pathfinding algorithm. A* could be replaced with a more appropriate method but it already works v * based upon the layout-algorithm maybe not good looking distribution
    29 KB (2,456 words) - 06:09, 22 June 2021
  • This is the key part in our algorithm, and it happens to be pretty simple: flood fill. If you are familiar with f ...et is still needed, which holds the position of every pixel visited by the algorithm (semi-optimized with a new class - Coords).
    10 KB (1,599 words) - 06:28, 22 June 2021

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