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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, levels
    2 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 any
    2 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 faster
    6 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 pretty
    5 KB (745 words) - 06:46, 22 March 2009
  • heuristicless algorithm. What follows is a way one could implement this algorithm. A 'square' is a
    4 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 charac
    465 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 c
    3 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 vi
    7 KB (1,147 words) - 04:41, 27 April 2017
  • == Algorithm ==
    4 KB (623 words) - 01:30, 5 April 2012
  • ...write about all the possible ways to implement it. Instead I will focus an algorithm differing from the others in visibility. Mutual visibility guaranties, that The algorithm was designed mostly for turn based games with ranged weapons.
    11 KB (1,272 words) - 21:55, 29 August 2011
  • ...Mazes with about as low a river factor as possible, even lower than Prim's algorithm. If you usually pick the most recent cell, but occasionally pick a random c
    15 KB (584 words) - 15:25, 14 April 2021
  • == 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
  • A slight modification of the algorithm produces names with endings more similar to those in the input list. In thi A variant of this algorithm using three-cluster tokens of the form vowels-consonants-vowels (e.g. <eli-
    2 KB (396 words) - 20:33, 23 October 2013
  • == Algorithm == This algorithm is being implemented on my current game [[Ganymede Gate]], and it will even
    4 KB (706 words) - 02:40, 26 September 2016
  • :Dungeon was carved out using A* based algorithm.
    639 bytes (77 words) - 10:13, 7 November 2011
  • * [[Bresenham's Line Algorithm]]
    647 bytes (110 words) - 22:29, 25 December 2011
  • 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
  • This document describes an effective Line-Of-Sight algorithm. The description This algorithm depends heavily on precalculation, therefore it's memory usage
    10 KB (1,668 words) - 06:44, 22 March 2009
  • This pages describes and explains the Precise Shadowcasting algorithm, developed and implemented by [[User:Ondras|Ondřej Žára]] in [[rot.js]]. In a game level comprised of cells, this algorithm computes the set of all cells visible from a certain fixed (starting) point
    6 KB (893 words) - 20:30, 13 February 2013
  • This is an implementation of the [[Precise Permissive Field of View]] algorithm in [[Python]]. The algorithm is contained in the module '''fov'''. The user calls the function '''field
    11 KB (1,149 words) - 03:03, 22 June 2021
  • ** Cavern level type using the cellular automata (CA) algorithm. (to be written) ** World terrain type using both CA and midpoint displacement (MD) algorithm. (to be written)
    2 KB (391 words) - 00:42, 10 April 2009
  • ...n of [[Precise Permissive Field of View|Precise Permissive Field of View]] algorithm. It is based on the [[Permissive Field of View in Python|Python implementat To use the algorithm, create a Map class or somesuch and provide two methods:
    8 KB (1,232 words) - 19:03, 21 March 2009
  • * Algorithm" article, this function checks for an unobstructed line * of sight between two locations using Bresenham's line algorithm to
    3 KB (421 words) - 15:04, 26 October 2012
  • ...e Field of View]] for more information and existing implementations of the algorithm in C/C++, Haskell, Java, Python and Ruby. This algorithm was created by Jonathon Duerig. A [http://jonathonduerig.com/permissive-fov
    10 KB (1,674 words) - 21:10, 9 January 2021
  • This Shadowcasting algorithm is from [[SquidLib]] by [[Eben Howard]]. It features a shortened form of the standard recursive algorithm with easy to read notation.
    4 KB (461 words) - 05:34, 6 August 2013
  • An Efficient Observation Algorithm - Avier Taylor-Paul [taylor@tcnj.edu].txt In this case, "optimal algorithm" exactly means that we do
    8 KB (1,325 words) - 06:53, 22 March 2009
  • The algorithm described below attempts to guide a monster, step by The algorithm described below uses the same general principle as
    10 KB (1,688 words) - 09:09, 23 October 2013
  • ...a digital line is probably as a sub-line of a line created by Bresenham's Algorithm. However, this description doesn't make any of the nicer properties of digi One way to generate digital lines is the Bresenham Line Drawing Algorithm. For a line of slope p/q, we keep a variable eps, and add p to eps at each
    8 KB (1,371 words) - 17:58, 21 March 2009
  • *Fixed teammate AI; now a pathfinding algorithm is used.
    1 KB (161 words) - 16:39, 17 May 2017
  • the centre grid) in our field of view. That means the algorithm is algorithm first suggested and implemented in Angband 2.8.3.
    12 KB (1,853 words) - 06:48, 22 March 2009
  • ...the entire (square) cell. This involves very little modification of the algorithm itself, and in fact may be parameterized such that it can be changed dynam ...th of a square). It is left as an exercise for the reader to translate the algorithm to other octants; however, four arrays and some pseudo-code are given in [[
    11 KB (1,699 words) - 02:25, 29 July 2010
  • ...other constants so they can be changed later. For now it's 0, the default algorithm. There's also an option to light walls or not, this is a matter of preferen ...: #F0F0F0"><syntaxhighlight lang="python">FOV_ALGO = 'BASIC' #default FOV algorithm
    8 KB (1,200 words) - 04:27, 9 September 2017
  • ...of backtracking to visit all the rooms. A "connect this room to last room" algorithm would create a lot of corridors and rooms that have multiple doorways. The ...ist contains the room dimensions within the cell. As the corridor building algorithm reach a room, it simply checks to see if it has reached the border of the r
    8 KB (1,077 words) - 15:38, 22 October 2011
  • algorithm as well as pseudocode. The improvement is primarily one that allows algorithm.
    14 KB (1,641 words) - 01:35, 1 April 2015
  • This is a FOV algorithm (read: babies first Line of sight) i used in a C# roguelike i made for the
    1 KB (216 words) - 15:01, 26 October 2012
  • For my game [[ADND]], I actually implemented the algorithm I describe below and use it to very good effect to create mission-style dun ...it of graph theory is necessary, so read up about Dijkstra's shortest path algorithm and find a good fast version of it.
    7 KB (1,268 words) - 18:05, 22 March 2023
  • ...ergstrom's [[FOV_using_recursive_shadowcasting|recursive shadowcasting FOV algorithm]]. It's mostly a port of the [[Python_shadowcasting_implementation|Python v
    3 KB (370 words) - 23:17, 12 July 2013
  • * A new infinite map generator algorithm for Rot Magus that is a composite of a large-scale, OpenSimplex2 noise-base
    1 KB (171 words) - 09:19, 12 March 2020
  • algorithm described below is somewhere in between; it is related to the The algorithm operates on a rectangular grid of cells (a hex version
    10 KB (1,634 words) - 06:16, 22 June 2021
  • tracking of the player by monsters. The dominant algorithm seems to be This algorithm is very processor intensive (the poor performance is, by the
    7 KB (1,316 words) - 04:09, 15 September 2006
  • Strict field of view is a way to implement [[Field of Vision]]. In this algorithm, a destination square is visible if the line from the center of the source
    763 bytes (119 words) - 09:50, 30 December 2010
  • ...] is a Java library which includes an easy to read recursive shadowcasting algorithm.
    1 KB (196 words) - 08:18, 14 June 2019
  • ...es two new lines joined at the midpoint. We then repeat this displacement algorithm recursively for each new line segment. At each step, we also adjust the amp ...e square into four smaller ones, which are then recursively displaced. The algorithm is know as Diamond-Square, referring to the two steps of displacement then
    7 KB (1,168 words) - 02:21, 21 May 2018
  • ...o language, still without generics, is a bit too hostile to abstraction in algorithm code for me to bother. I might get back to it when they get a generics impl
    2 KB (240 words) - 17:28, 16 November 2013
  • ** [[Breshenham's Line Algorithm | Bresenham]]
    3 KB (219 words) - 20:54, 23 March 2009
  • ...other constants so they can be changed later. For now it's 0, the default algorithm. There's also an option to light walls or not, this is a matter of preferen ...-color: #F0F0F0"><syntaxhighlight lang="python">FOV_ALGO = 0 #default FOV algorithm
    9 KB (1,440 words) - 01:28, 7 May 2018
  • ...other constants so they can be changed later. For now it's 0, the default algorithm. There's also an option to light walls or not, this is a matter of preferen ...-color: #F0F0F0"><syntaxhighlight lang="python">FOV_ALGO = 0 #default FOV algorithm
    9 KB (1,502 words) - 02:39, 23 September 2016
  • == The Algorithm == This is a ray-tracing algorithm which uses a bit of precalculation
    12 KB (1,678 words) - 02:41, 29 July 2010
  • * [[My Algorithm by Adam Milazzo in Dart]] * [[An Efficient Observation Algorithm]] may allow fewer squares to be visited.
    3 KB (461 words) - 08:48, 11 October 2023
  • ...point in the main list use [[Bresenham's_Line_Algorithm | Bresenham's Line algorithm]] to connect it to the next point, and so on, until you reach the end of th To fill in the room, sort all grids that were 'drawn' by the line algorithm from lowest to highest x value for each y value. Then scan from left to rig
    4 KB (728 words) - 06:23, 22 June 2021
  • ...e! Let's add a villain as a second actor. We will place him using the same algorithm we used previously. To do this, let's refactor the original <code>_createPl ...nctions to implement Pedro's behavior: <code>ROT.Path.AStar</code> (the A* algorithm). Some rudimentary scaffolding is necessary:
    6 KB (855 words) - 06:41, 16 April 2013
  • * Dynamic weather pattern algorithm.
    2 KB (285 words) - 16:19, 17 May 2017
  • ...om's excellent [[FOV_using_recursive_shadowcasting|recursive shadowcasting algorithm]]. ...the [[Precise_Permissive_Field_of_View|precise Permissive Field of View]] algorithm in Python.
    6 KB (866 words) - 11:30, 17 November 2022
  • ...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
  • * 360-degree FOV calculating algorithm.
    2 KB (232 words) - 07:37, 3 August 2014
  • [[Bresenham's Line Algorithm|Here]] is a Bresenham's Line Algorithm implementation in Ruby.
    5 KB (776 words) - 18:20, 5 September 2014
  • .../jicenospam/visibilitydetermination Piece of cake visibility determination algorithm], Jice, Sep 2007.</ref> ...sic raycasting alone generates too many artifacts to be really usable. The algorithm tested here use a post-
    21 KB (3,109 words) - 16:41, 21 June 2021
  • ...excellent [[FOV_using_recursive_shadowcasting|recursive shadowcasting FOV algorithm]]. I'm sure there's some optimization that could be done to it, but it mig
    7 KB (625 words) - 03:06, 22 June 2021
  • ...years ago in my operating systems class as an undergrad. I'll describe the algorithm at a high level, and then given an example implementation in Python.
    3 KB (386 words) - 17:18, 11 April 2015
  • ...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 (232 words) - 14:39, 25 April 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
  • issues involved in using a genetic algorithm for evolving But tables are easy to evolve in a genetic algorithm; this
    12 KB (2,060 words) - 15:12, 29 March 2011
  • Really liked the look of the caves generated with this algorithm, but thought I could condense it a bit.
    13 KB (1,471 words) - 20:35, 15 December 2015
  • algorithm that produces very similar levels (although they are different in
    8 KB (1,134 words) - 20:18, 1 November 2012
  • As you can see the algorithm has a bias for short names, and is not always pronounceable. But it is a st
    5 KB (561 words) - 19:36, 18 July 2010
  • Ok, we've described the gist of the algorithm, took care of all helper functions and classes... Now to implement it in '' ...dungeons you get can be pretty amazing. Not too shabby for our own little algorithm!
    15 KB (2,454 words) - 12:21, 23 September 2017
  • Ok, we've described the gist of the algorithm, took care of all helper functions and classes... Now to implement it in '' ...dungeons you get can be pretty amazing. Not too shabby for our own little algorithm!
    15 KB (2,471 words) - 20:01, 25 September 2017
  • ...he FoV algorithm to use. We're going to use mingos' excellent restrictive algorithm, as it looks good, and is fast. You'll notice a reference to dungeon[level] ...rithm, which can be found on roguebasin. Here's a reprint of the original algorithm:
    23 KB (3,813 words) - 15:02, 26 October 2012
  • The fundamental algorithm for most kinds of tweaked or adjusted a lot; For a genetic algorithm, the
    18 KB (3,100 words) - 14:27, 30 September 2010
  • pathfinding algorithm where it makes sense. We will need an additional null, then we can employ a pathfinding algorithm to get to the target.
    13 KB (2,245 words) - 12:18, 12 September 2006
  • Ok, we've described the gist of the algorithm, took care of all helper functions and classes... Now to implement it in '' ...dungeons you get can be pretty amazing. Not too shabby for our own little algorithm!
    16 KB (2,557 words) - 15:16, 14 September 2017

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