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  • ...is is to do something closer to Bresenham's Algorithm. That would make the algorithm a bit more complicated, but would probably reduce artifacts. [[User:Duerig|
    736 bytes (129 words) - 21:16, 12 June 2008
  • 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 [[Talk:C-Sharp Example of Dungeon-Building Algorithm]]
    64 bytes (7 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
  • ...ASCII "screenshots" invaluable in dungeon/wilderness/cave/world generation algorithm pages! [[User:Nolithius|Nolithius]] 13:02, 28 July 2010 (UTC)
    6 KB (124 words) - 13:25, 4 February 2014
  • 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
  • == The algorithm == ...re are quite a few) will come up with more high-quality variations to this algorithm.
    1 KB (249 words) - 15:56, 30 December 2010
  • For such a simple algorithm, this seems pretty awesome. I'll probably implement it in my roguelike. [[U
    145 bytes (21 words) - 17:35, 26 January 2011
  • ...propose a little piece of code which helps the reader to make good chasing algorithm. As you can see bellow, i am using rude algorithm instead of "round" operation as this one doesn't allow us to make proper 8-
    1 KB (207 words) - 12:51, 21 May 2018
  • * Jamis Buck Dungeon generator - Nice dungeon generator complete with algorithm description ([http://www.aarg.net/~minam/dungeon.cgi] and [http://www.aarg.
    5 members (0 subcategories, 0 files) - 14:40, 21 August 2008
  • ...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
  • [[My Algorithm by Adam Milazzo in Dart]]
    254 bytes (41 words) - 23:01, 6 November 2023
  • Here is an example of a spiral-path-like algorithm, modelled after the one found at http://www.geocities.com/temerra/los_rays. // temporary storage for the los algorithm,
    7 KB (915 words) - 12:59, 26 December 2008
  • ...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
  • ...objections to me adding in few pointers? There are a few gotchas to this algorithm, such as getting degenerate splits if you say split vertically three times
    682 bytes (117 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
  • I have a query about the format of this article. I've just implemented this algorithm in my own RL (albeit using Delphi, not FreePascal, though syntacticaly they
    640 bytes (101 words) - 02:57, 2 August 2013
  • 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
  • ...nt (update level feeling every so often), but still has the broken feeling algorithm. --[[User:Bessarion|Bessarion]] 13:35, 4 Aug 2008 (CDT)
    871 bytes (134 words) - 18:35, 4 August 2008
  • 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
  • Could someone post an example of a random dungeon created with this algorithm? Currently haven't got a working python enviroment (yet, lol) so i can't te
    838 bytes (129 words) - 18:28, 4 October 2011
  • ...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
  • :As I understand it, field of vision is an algorithm for determining everything is visible. Line of sight is about determining w
    1 KB (214 words) - 05:51, 12 June 2008
  • 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
  • *[[An Efficient Observation Algorithm]]
    1 KB (192 words) - 11:41, 25 February 2007
  • 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
  • ...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
  • ...all about: not the destination. It's the thrill of the kill: nailing that algorithm and reveling in the small accomplishments, irrespective of the fact that yo
    3 KB (483 words) - 14:29, 12 September 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
  • ...areas (and filling small areas) is easy and fast with a simple flood fill algorithm. (here's one: [http://mail.python.org/pipermail/image-sig/2005-September/00 Using a flood fill algorithm in your logic will provide a more robust cave generating solution.
    4 KB (702 words) - 01:00, 20 November 2022
  • reachabale. Algorithm is very simple and gives nice results: = Passable Cave Building Algorithm - Josh Tippets [vertexnormal@email.com].txt =
    30 KB (3,141 words) - 13:19, 2 May 2008
  • * 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
  • Here is an algorithm I use (can't remember where I first saw the idea). you try it. I like to mix this algorithm with one of placement of randomly
    18 KB (3,078 words) - 22:23, 2 May 2008
  • ...er side quests which aren't so developed are more feasibly generated by an algorithm.
    3 KB (573 words) - 20:07, 20 March 2014
  • 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
  • * Dungeon-Building Algorithm - Mike Anderson * An Efficient Observation Algorithm - Avier Taylor-Paul
    6 KB (825 words) - 11:09, 2 September 2013
  • ...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
  • * Forests are populated with the cave generation algorithm
    5 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 or
    7 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 selecte
    6 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 the
    5 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 so
    32 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 le
    3 KB (488 words) - 14:11, 25 November 2023
  • FOV_ALGO = 0 #default FOV algorithm FOV_ALGO = 0 #default FOV algorithm
    20 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
  • games. It's inspired with an algorithm used in Alphaman to generate buildings, We will use an algorithm similar to this used in Alphaman. I'll first describe
    57 KB (7,797 words) - 13:24, 18 May 2009
  • ...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 session
    5 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 monste
    11 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 monste
    12 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
  • ...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
    5 KB (907 words) - 06:33, 14 August 2009
  • The Sureal Time algorithm is a part of Interhack. Interhack is copyright (c) 1996- This document describes the Sureal Time algorithm. What is it, and why was it
    63 KB (10,121 words) - 09:09, 29 July 2009
  • BAG-PICK ALGORITHM This algorithm picks a random subset of size "x" from the numbers "0"
    103 KB (16,613 words) - 00:53, 9 May 2008
  • flood fill algorithm. This algorithm will be based around taking a solid chunk of rock,
    75 KB (10,446 words) - 19:05, 1 May 2008
  • Here I'm going to present a basic fractal algorithm that was all kinds of natural landscape patterns. My algorithm is vaguely based
    60 KB (9,244 words) - 18:56, 1 May 2008
  • FOV_ALGO = 0 #default FOV algorithm
    12 KB (1,709 words) - 02:53, 23 September 2016
  • FOV_ALGO = 0 #default FOV algorithm FOV_ALGO = 0 #default FOV algorithm
    31 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 map
    9 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 underww
    32 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 <= 1
    69 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 poi
    10 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 described
    84 KB (14,660 words) - 05:51, 22 June 2021
  • FOV_ALGO = 0 #default FOV algorithm
    24 KB (3,421 words) - 02:55, 23 September 2016
  • FOV_ALGO = 0 #default FOV algorithm
    20 KB (2,734 words) - 02:54, 23 September 2016
  • FOV_ALGO = 0 #default FOV algorithm
    30 KB (4,323 words) - 02:56, 23 September 2016
  • FOV_ALGO = 0 #default FOV algorithm
    33 KB (4,664 words) - 02:57, 23 September 2016
  • ...meant of course that alot of guides are missing, as least most of the map algorithm stuff previously found on the old site is missing here at the wiki. Anyone ...e. Some examples are the guides written by Mike Anderson (Dungeon-Building Algorithm, Fractal Landscapes) and Radomir "The Sheep" Dopieralski (Recursive LvL Gen
    66 KB (10,946 words) - 04:22, 28 September 2019
  • Here I'm going to present a basic fractal algorithm that was all kinds of natural landscape patterns. My algorithm is vaguely based
    105 KB (16,814 words) - 13:28, 2 May 2008
  • FOV_ALGO = 0 #default FOV algorithm
    32 KB (5,113 words) - 01:54, 24 November 2012
  • FOV_ALGO = 0 #default FOV algorithm
    37 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. T
    71 KB (11,706 words) - 15:26, 24 November 2022
  • FOV_ALGO = 0 #default FOV algorithm
    39 KB (5,521 words) - 02:59, 23 September 2016
  • BAG-PICK ALGORITHM This algorithm picks a random subset of size "x" from the numbers "0"
    53 KB (8,658 words) - 18:53, 1 May 2008
  • FOV_ALGO = 0 # default FOV algorithm
    43 KB (6,062 words) - 17:51, 24 April 2020
  • FOV_ALGO = 0 #default FOV algorithm
    43 KB (6,119 words) - 03:00, 23 September 2016
  • NEW New dungeoncreation algorithm
    26 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 (j
    27 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 simpl
    46 KB (7,713 words) - 20:23, 1 November 2012
  • ...large (or a variety of) sizes. Have a look at how it would be used in the algorithm pages, if you havn't already. | I've added those categories. The problem is
    60 KB (9,771 words) - 05:34, 4 October 2015