The next little game in the series where I make a fancy rogue game.
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Zed A. Shaw 04b16c75ad Undo the dijk test. 3 months ago
scripts Initial commit that has most of what I need. 3 months ago
tests A dirty first cut at a single random horiz/vert split for the BSP algorithm. 3 months ago
.gitignore Initial commit that has most of what I need. 3 months ago
LICENSE Initial commit 3 months ago
Makefile Cleaned up the map for more work. 3 months ago
README.md Initial commit 3 months ago
dbc.cpp Initial commit that has most of what I need. 3 months ago
dbc.hpp Initial commit that has most of what I need. 3 months ago
fsm.hpp Initial commit that has most of what I need. 3 months ago
main.cpp If you just pick the wider of the dimensions then you get a more even spread vs random direction. 3 months ago
map.cpp Undo the dijk test. 3 months ago
map.hpp I can make a map with one room 'randomly' generated and calculate paths. 3 months ago
meson.build Initial Dijkstra algorithm for the map, but doesn't quite work right. The walls in the wall_map are not accounted for in the algorithm. 3 months ago
status.txt I can make a map with one room 'randomly' generated and calculate paths. 3 months ago

README.md

roguish

The next little game in the series where I make a fancy rogue game.