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  • 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

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