graph-dungeon-generator
prime-intersection-grid
graph-dungeon-generator | prime-intersection-grid | |
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2 | 3 | |
43 | 0 | |
- | - | |
7.8 | 2.4 | |
2 months ago | about 1 year ago | |
TypeScript | JavaScript | |
MIT License | - |
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graph-dungeon-generator
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Ask HN: Show me your half baked project
https://github.com/halftheopposite/TOSIOS: never brought the game to the "fun" part of what a game is supposed to be, but at least it serves as educational.
https://github.com/halftheopposite/graph-dungeon-generator: what was supposed to be circular graph dungeon generator, ended up being a tree dungeon generator.
https://webcursors.click - I should have spent more time thinking about solving a problem that doesn't exist and clearly you can feel that there's something missing.
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Working on an open-source graph-based dungeon generator
Repository: https://github.com/halftheopposite/graph-dungeon-generator
prime-intersection-grid
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Determinism with roguelike on npm
I have an overworld solution of my own that's proprietary right now. it's based on 2 intersecting graphs with random origins and places where the values intersect in certain ways. More detail here. The proprietary bit is biome related and lives above this library. It also uses seeds the way I've modified this lib to do.
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Working on an open-source graph-based dungeon generator
This approach works well, even if the layout is overly grid-like. I built a couple of libs to assist: the first computes values for the grid, the second is a biome system for the engine to map properties to biomes and select the biome for any given coord. The first is already open: https://github.com/khrome/prime-intersection-grid the second is not currently open
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Sharing Saturday #468
After building a simple prototype for a generative world, I took a few weeks and formalized my code in some foundational libraries (things got crazy internally) and am now tying that back together in a client/server architecture (to then be wrapped in electron). While the game is still in progress (my rough plan is an unbounded diablo-like, quest driven adventure game, but with more of an ikari warriors style pacing and some elements of Myth and classic Ultima era RPGs), I'm very happy with how the foundational stuff I've built is going so far. I can't post everything (not all open source), but here are a couple of the relevant libs: https://www.npmjs.com/package/submesh-treadmill https://github.com/khrome/prime-intersection-grid (no docs currently, but this is how I layout features in the game world without needing to compute things outside the calculated cell)
What are some alternatives?
mapgen4 - Mapgen4 procedural wilderness map generator
CodenameEmpty - A text based adventure roguelite
postwave - An opinionated flat-file based blog engine.
end_of_eden - "Slay the Spire"-like roguelite fully in console.
nature - 🍀 The Nature Programming Language, may you be able to experience the joy of programming.
imeji - Images for your terminal.
ZQuestClassic - ZQuest Classic is a game engine for creating games similar to the original NES Zelda
voxel-biomes - Biomes for voxeljs!
comment-castles - Lightweight internet forum
TOSIOS - The Open-Source IO Shooter is an open-source multiplayer game in the browser
socr - screenshot OCR server
luvdb - Your self-hosted inner space