Difference between revisions of "Gruid"
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(add gruid Go library) |
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|dependencies = tcell or SDL or browser (none) | |dependencies = tcell or SDL or browser (none) | ||
|status = Beta | |status = Beta | ||
|licensing = ISC | |licensing = ISC (BSD-like) | ||
|language = [[Go]] | |language = [[Go]] | ||
|platforms = [[Linux]], [[OpenBSD]], [[Windows]], [[Mac OS X]], [[Browser]] | |platforms = [[Linux]], [[OpenBSD]], [[Windows]], [[Mac OS X]], [[Browser]] | ||
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* Configurable cellular automata cave and randow walk map generation algorithms. | * Configurable cellular automata cave and randow walk map generation algorithms. | ||
* An event priority queue. | * An event priority queue. | ||
== Use in Roguelikes == | |||
The development version of [[Harmonist]] uses gruid. |
Revision as of 09:56, 17 February 2021
gruid | |
---|---|
Library project | |
Developer | anaseto |
Released | Dec 24 2020 (Alpha) |
Updated | Feb 16 2021 (Beta) |
Status | Beta |
Licensing | ISC (BSD-like) |
P. Language | Go |
Platforms | Linux, OpenBSD, Windows, Mac OS X, Browser |
Dependencies | tcell or SDL or browser (none) |
Official site of gruid |
The gruid module provides packages for easily building grid-based applications in Go. The library abstracts rendering and input for different platforms, and provides packages for common roguelike development needs.
The core gruid package uses a convenient and flexible architecture of updating a model in response to messages strongly inspired from the bubbletea module for building terminal apps, which in turn is based on the functional Elm Architecture. The architecture has been adapted to be more idiomatic in Go in the context of grid-based applications: less functional and more efficient.
Features
- Three drivers: terminal (using tcell), SDL2 and browser (using wasm). Fast rendering.
- Support for both ASCII and Tiles.
- Update on message then draw architecture based on the Elm architecture.
- A convenient grid slice type for manipulating the screen contents.
- Pathfinding algorithms: A\*, JPS, Breadth first, Dijkstra and connected components.
- Two complementary field of view algorithms: symmetric shadow casting and a custom algorithm allowing for non-binary vision.
- Configurable cellular automata cave and randow walk map generation algorithms.
- An event priority queue.
Use in Roguelikes
The development version of Harmonist uses gruid.