Allure
falling-turnip
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Allure | falling-turnip | |
---|---|---|
8 | 2 | |
210 | 66 | |
0.5% | - | |
3.6 | 0.0 | |
5 months ago | almost 11 years ago | |
Haskell | Haskell | |
GNU Affero General Public License v3.0 or later | BSD 3-clause "New" or "Revised" License |
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Allure
- i have done this for a while, suggest roguelikes for the collection! new, niche, old, unkown, everything is accepted! i decided to have two images for my collection because the last time was a little bit confusing
- Is there anyone here using Haskell for anything other than web development?
- Which Roguelike has the best Faction System?
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Looking for txt logs of runs to train ML project, any game could do.
and https://github.com/AllureOfTheStars/Allure/suites/3798409868/artifacts/93778115 is the version with the throughput I advertised (there are corresponding Windows binaries somewhere, probably slower). Here's the commandline to use:
- Sharing Saturday #357
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Chess vs. roguelikes, Eurogames vs. Ameritrash, input vs. output randomness
Good points. I think my game is quite close to your no-output-randomness roguelike and also the battle between two opposing players (especially the short scenarios). There is lots of input randomness, though, and hidden game info on various levels. Have a look: http://allureofthestars.com
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Procedural NPC generation
https://github.com/AllureOfTheStars/Allure/blob/bceb8f3572b9640289a31033f625b526c74ab3db/GameDefinition/Content/ItemKindOrgan.hs#L921
falling-turnip
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Show HN: Making a Falling Sand Simulator
If you want more performance, falling sand simulators can further be made parallel by implementing them using Margolus Neighbourhoods, as in Falling Turnip: https://github.com/tranma/falling-turnip
The idea is that a single iteration divides the world into 2x2 squares and then applies effects sequentially within each square, but not between the squares. This means each square can be processed independently. In the next iteration, the division into squares shifts right and down by one cell each direction. This does mean you need more steps than in a sequential implementation, but I found it to be quite a principled approach to parallelizing cellular automata when I first read about it. One interesting side effect of this design is that falling particles end up being separated by blank space, as shown here: https://futhark-lang.org/static/falling-sand-2016.12.04.webm I wonder if that is fixable.
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How To Make A Falling Sand Simulation?
and here is a github project of a falling sand game written in Haskell https://github.com/tranma/falling-turnip
What are some alternatives?
Tic-Tac-Toe - :x: :o: TicTacToe in Haskell.
tateti-tateti - Meta tic-tac-toe ncurses game.
breakout - Breakout
aeson-tiled - Aeson instances for Tiled map editor types
general-games - Haskell package with helpful structures for a variety of games
Nomyx - The Nomyx game
LambdaHack - Haskell game engine library for roguelike dungeon crawlers; please offer feedback, e.g., after trying out the sample game with the web frontend at
HGE2D - 2D game engine written in Haskell
FunGEn - A lightweight, cross-platform, OpenGL-based 2D game engine in Haskell
rattletrap - :car: Parse and generate Rocket League replays.