The next little game in the series where I make a fancy rogue game.
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Zed A. Shaw 68d6b9e90c If you invert the walls and the input map then you might be able to use the dijkstra map to find interesting paths between rooms. 1 week ago
scripts Initial commit that has most of what I need. 2 weeks ago
tests A dirty first cut at a single random horiz/vert split for the BSP algorithm. 1 week ago
.gitignore Initial commit that has most of what I need. 2 weeks ago
LICENSE Initial commit 2 weeks ago
Makefile Cleaned up the map for more work. 2 weeks ago
README.md Initial commit 2 weeks ago
dbc.cpp Initial commit that has most of what I need. 2 weeks ago
dbc.hpp Initial commit that has most of what I need. 2 weeks ago
fsm.hpp Initial commit that has most of what I need. 2 weeks ago
main.cpp If you just pick the wider of the dimensions then you get a more even spread vs random direction. 1 week ago
map.cpp If you invert the walls and the input map then you might be able to use the dijkstra map to find interesting paths between rooms. 1 week ago
map.hpp I can make a map with one room 'randomly' generated and calculate paths. 1 week 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. 2 weeks ago
status.txt I can make a map with one room 'randomly' generated and calculate paths. 1 week ago

README.md

roguish

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