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...One Knight in the Dungeon uses cellular automata for this purpose, inspired by this excellent article. This chapter will help you create natural looking...
...as Dungeon Crawl: Stone Soup. It's quite likely that what actually happened is your brave adventurer emerges from a procedurally generated map and...
...an open, natural looking dungeon. But we'll need more work to generate the dwarven half! Let's add some more steps:
#![allow...
#![allow...
...Fn(Entity) { let lock = SPATIAL_MAP.lock().unwrap(); for entity in lock.tile_content[idx].iter() { f(*entity); } } }
The f
variable is a generic parameter, using...
The f
variable is a generic parameter, using...
...1980, as a text-mode dungeon exploration game. It has spawned an entire genre of "roguelikes": procedurally generated maps, hunting an objective over multiple...
...We have a nicely drawn map, but it shows the whole dungeon! That reduces the usefulness of exploration - if we already know where everything...
...So we'll opt for a condensed set of attributes for this game:
- Might, governing your general ability to hit things.
- Fitness, your general...
- Might, governing your general ability to hit things.
- Fitness, your general...
...The last few chapters have introduced an important concept in procedural generation: chained builders. We're happily building a map, calling Wave Function Collapse...
...We'd like more monsters than items, to avoid too much of a "Monty Haul" dungeon! Also in spawner.rs
, we'll add these...
, we'll add these...
...We'll probably extend this system later, so we'll go with a nice generic name map_indexing_system.rs
:
#![allow(unused)] fn main() { use...
:
#![allow(unused)] fn main() { use...