The next little game in the series where I make a fancy rogue game.
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 
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. 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 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. 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.