The next little game in the series where I make a fancy rogue game.
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Zed A. Shaw 44f11d5ddd Refactor into the class for more work. 10 months ago
scripts Initial commit that has most of what I need. 10 months ago
tests A dirty first cut at a single random horiz/vert split for the BSP algorithm. 10 months ago
.gitignore Initial commit that has most of what I need. 10 months ago
LICENSE Initial commit 10 months ago
Makefile Cleaned up the map for more work. 10 months ago
README.md Initial commit 10 months ago
dbc.cpp Initial commit that has most of what I need. 10 months ago
dbc.hpp Initial commit that has most of what I need. 10 months ago
fsm.hpp Initial commit that has most of what I need. 10 months ago
main.cpp If you just pick the wider of the dimensions then you get a more even spread vs random direction. 10 months ago
map.cpp Refactor into the class for more work. 10 months ago
map.hpp Refactor into the class for more work. 10 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. 10 months ago
status.txt I can make a map with one room 'randomly' generated and calculate paths. 10 months ago

README.md

roguish

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