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- * Forests are populated with the cave generation algorithm5 KB (757 words) - 16:07, 14 April 2009
- ...user-supplied procedure at each pixel. Does no clipping. Uses Bresenham's algorithm." If you are interested in seeing the original code I can send it to you or7 KB (1,157 words) - 21:19, 15 December 2014
- A key concept to this algorithm is that of weight. Weight represents how often the element will be selecte6 KB (829 words) - 14:39, 30 August 2014
- ...outstanding milestones. However, I ran into issues to implement that as an algorithm and had to settle in the end with generating the complete plotline from the5 KB (820 words) - 20:58, 11 March 2019
- The problem is that the results are inconsistent. The algorithm prone to generating disconnected maps. See example below: This algorithm creates good looking caves, but the problem is isolated caves. The way I so32 KB (1,757 words) - 22:15, 1 April 2023
- * Unique (?) field of view algorithm that is '''not''' based on "line of sight". Light "bounces" on walls and le3 KB (488 words) - 14:11, 25 November 2023
- FOV_ALGO = 0 #default FOV algorithm FOV_ALGO = 0 #default FOV algorithm20 KB (2,725 words) - 18:00, 25 December 2018
- ...electing the wearer use a range. So we create a class with an enum for the algorithm and a range field. ...argets method populate the list with all selected actors, depending on the algorithm. CLOSEST_MONSTER grabs the monster closest to the wearer :14 KB (1,756 words) - 08:48, 20 July 2022
- ...orld Generation: The worlds in Guardian Angel are generated using a random algorithm; this allows you to replay the game for a long time, as every game session5 KB (832 words) - 16:14, 16 August 2023
- Before going further, we'll take a short stop to look at the algorithm to choose randomly between some options, such as different items and monste11 KB (1,805 words) - 01:36, 7 May 2018
- Before going further, we'll take a short stop to look at the algorithm to choose randomly between some options, such as different items and monste12 KB (1,867 words) - 02:42, 23 September 2016
- And now the code of the random-map-generation-algorithm begins!19 KB (1,806 words) - 09:02, 2 June 2016
- And now the code of the random-map-generation-algorithm begins!22 KB (2,002 words) - 17:32, 25 July 2014
- FOV_ALGO = 0 #default FOV algorithm12 KB (1,709 words) - 02:53, 23 September 2016
- FOV_ALGO = 0 #default FOV algorithm FOV_ALGO = 0 #default FOV algorithm31 KB (4,180 words) - 02:54, 23 September 2016
- ...sing [http://roguecentral.org/doryen/articles/bsp-dungeon-generation/ this algorithm]. We create a bsp object the same size as our map9 KB (1,446 words) - 06:27, 20 July 2022
- 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
- ...ning Python a few days ago (and this is my second attempt at writing a map algorithm). However, feel free to use and modify the code to suit your needs.21 KB (2,764 words) - 14:19, 20 March 2014
- * The field of view algorithm Rogue Mud uses is an implementation of this algorithm [http://roguebasin.roguelikedevelopment.org/index.php/Digital_field_of_view def line(x0, y0, x1, y1): # Bresenham's line algorithm: only first quadrant, only 0 <= slope <= 169 KB (10,702 words) - 08:41, 1 May 2016
- ...rithm" (https://en.wikipedia.org/wiki/A*_search_algorithm) and "Dijkstra's algorithm" (https://en.wikipedia.org/wiki/Dijkstra's_algorithm)44 KB (5,523 words) - 07:33, 4 December 2018
- ...ijkstra maps because of their similarity to the basic Dijkstra pathfinding algorithm, but rather than conducting a strict breadth-first search from a single poi10 KB (1,781 words) - 01:45, 11 September 2022
- ...big-O notation is about, so you can nod sagely when people talk about some algorithm being O(n^3) or something.11 KB (1,582 words) - 13:32, 15 November 2013
- ...l, college or university, the first thing they teach you is how to make an algorithm, how to plan your program, and how to design before you start programming. dungeon, but you also need to make it look good. The algorithm I just described84 KB (14,660 words) - 05:51, 22 June 2021
- FOV_ALGO = 0 #default FOV algorithm24 KB (3,421 words) - 02:55, 23 September 2016
- FOV_ALGO = 0 #default FOV algorithm20 KB (2,734 words) - 02:54, 23 September 2016
- FOV_ALGO = 0 #default FOV algorithm30 KB (4,323 words) - 02:56, 23 September 2016
- FOV_ALGO = 0 #default FOV algorithm33 KB (4,664 words) - 02:57, 23 September 2016
- FOV_ALGO = 0 #default FOV algorithm32 KB (5,113 words) - 01:54, 24 November 2012
- FOV_ALGO = 0 #default FOV algorithm37 KB (5,276 words) - 02:58, 23 September 2016
- === The Dungeon Generation Algorithm === ...notable room type is the life cave, generated by using the "game of life" algorithm to "grow" a blob shape on the map over the course of multiple iterations. T71 KB (11,706 words) - 15:26, 24 November 2022
- FOV_ALGO = 0 #default FOV algorithm39 KB (5,521 words) - 02:59, 23 September 2016
- FOV_ALGO = 0 # default FOV algorithm43 KB (6,062 words) - 17:51, 24 April 2020
- FOV_ALGO = 0 #default FOV algorithm43 KB (6,119 words) - 03:00, 23 September 2016
- NEW New dungeoncreation algorithm26 KB (4,511 words) - 01:33, 30 December 2012
- * The Field of View algorithm is directly taken from this RogueBasin article:26 KB (3,663 words) - 18:12, 6 May 2010
- ...towards the monsters position. The player moves according to some movement algorithm such as A* to the monsters position and the player must manage obstacles (j27 KB (4,503 words) - 12:07, 12 November 2012
- Now we’ll have a more detailed look on the algorithm. First of all, we declare some variables. The SDL_RECT data type is a simpl46 KB (7,713 words) - 20:23, 1 November 2012