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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

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