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  • ...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

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