Beleriand VS bracket-lib

Compare Beleriand vs bracket-lib and see what are their differences.

Beleriand

Vapourware open world Middle-Earth death simulator (by NickMcConnell)
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Beleriand bracket-lib
2 27
14 1,452
- 0.8%
0.0 0.0
6 months ago 3 months ago
C Rust
- MIT License
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.

Beleriand

Posts with mentions or reviews of Beleriand. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2021-10-29.
  • Sharing Saturday #386
    3 projects | /r/roguelikedev | 29 Oct 2021
    This week I had what I hope was a moment of clarity about the Beleriand map. Previously it was pretty big; 12x15 map grids, each map grid 49x49 miles, each square mile 10x10 chunks, each chunk 22x22 game grids, which made a grid notionally 8 yards on a side. But I've been feeling for a while that that is too big for adjacent things to be in contact. So I considered what would happen if I cut that size down to 2 yards on a side. I was happier with that size in terms of realism, but it does multiply the number of total grids in the map by 16, and there were already 20 billion. What to do?
  • How to make the overworld
    2 projects | /r/roguelikedev | 19 Oct 2021
    I have done some "wilderness generation" in FAangband by having a base type of terrain for each biome type, and then adding "formations" (random groups of selected other terrain types) and then maybe some other areas (grassed clearings in forest, for example). FAangband has discrete wilderness levels, so the scaling/zooming doesn't apply. I am, though, coming up against similar problems to yours in Beleriand, which has a fixed world map with set biomes at the top level, but has to fill in all the terrain in a natural way. Note that Beleriand is still in its very early stages.

bracket-lib

Posts with mentions or reviews of bracket-lib. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-04-02.

What are some alternatives?

When comparing Beleriand and bracket-lib you can also consider the following projects:

FAangband - First Age Angband

bevy - A refreshingly simple data-driven game engine built in Rust

Amethyst - Data-oriented and data-driven game engine written in Rust

VTerminal - A new Look-and-Feel (LaF) for Java, which allows for a grid-based display of Unicode characters with custom fore/background colors, font sizes, and pseudo-shaders. Originally designed for developing Roguelike/lite games.

libtcod - A collection of tools and algorithms for developing traditional roguelikes. Such as field-of-view, pathfinding, and a tile-based terminal emulator.

python-tcod - A high-performance Python port of libtcod. Includes the libtcodpy module for backwards compatibility with older projects.

bevy_webgl2 - WebGL2 renderer plugin for Bevy game engine

Rust-HTML-roguelike - Rust WASM + HTML roguelike

rot.js - ROguelike Toolkit in JavaScript. Cool dungeon-related stuff, interactive manual, documentation, tests!

Axes-Armour-Ale - A fantasy, ASCII dungeon crawler for Windows, Linux & OSX

roguelike_tutorial

rdl2021-tutorial - /r/roguelikedev Tutorial 2021