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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

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