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  • 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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