gruid
DISCONTINUED
CyberRogue
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gruid | CyberRogue | |
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13 | 3 | |
80 | 0 | |
- | - | |
0.0 | 0.0 | |
7 months ago | almost 3 years ago | |
Go | C# | |
ISC License | MIT License |
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gruid
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RoguelikeDev Does The Complete Roguelike Tutorial - Week 1
I'll be doing the tutorial in python3 again so I don't get bogged down by language details, but I also considered trying out Go+gruid.
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Sharing Saturday #454
I started out using the Symmetric Shadow Casting algorithm provided by the RL lib I am using (https://github.com/anaseto/gruid) and soon managed to get something on the screen by using the HSV color space (https://imgur.com/kfXldLa).
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Sharing Saturday #416
Base game library is gruid , which is a game library build around grids which is absolutely perfect for rougelikes. I am also pretty into the ECS way of building games, coming from rust I have tried SPECs, Legion, and even Bevy (although bevy is a full fledge game library build around ECS).
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Sharing Saturday #352
Gruid Repository
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Sharing Saturday #351
Gruid Repository
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Trystans AsciiPanel in Go
Gruid might be the package you're looking for. it's actually very much in need of a tutorial as one currently doesn't exist. I'm trying to learn it but I don't have much programming experience. I think it has the functionality you requested. It claims to support terminal, graphical, and browser based apps.
You can try gruid. It should now be ready for use, as harmonist as been completely ported (not released a stable version yet, but the development version is playable. The library supports the terminal, SDL and the browser. I would gladly appreciate feedback on other using the library.
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Sharing Saturday #350
Gruid Repository
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Sharing Saturday #346
Gruid Repository
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Sharing Saturday #345
I've also improved the annotated movement example so that it contains all the basics for getting started to make a roguelike : automatic movement in a direction or following a mouse directed path, field of view and exploration, map generation and replay in less than 500 lines of code (that's counting comments).
CyberRogue
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PBR Pixel Art?
It's made with Unity and custom shader, that will not ruin pixel art. Here's link to project github with rewritten shader. Original shader was written by truepak.
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Sharing Saturday #346
Well, the best news is that I managed to find an implementation of Texel Space Shading. This shader allows the same lighting value to be used for the entire texel. It sounds strange, but it's easier to show it once than to explain it a hundred times (here is a visual comparison). This way you can preserve pixel art, but still use light, which means the walls won't be flat and the signs will glow. Another interesting thing I discovered in Unity is VFX. It would seem - nothing special, but this technology allows you to make sufficiently high-quality effects for pixel art, if you round off the particle size and location to the desired values - in the end we will get the generated pixel effect (vfx is noticable at comparison video). That's all for now. At this stage, the project is open, the link to the repository at github.
What are some alternatives?
Ebiten - Ebitengine - A dead simple 2D game engine for Go
dear-imgui-unity - Unity package for Dear ImGui
ECS - A templated, single-file header only Entity Component implementation.
bracket-lib - The Roguelike Toolkit (RLTK), implemented for Rust.
rust-rl - a roguelike in rust using rltk/bracket-lib
Axes-Armour-Ale - A fantasy, ASCII dungeon crawler for Windows, Linux & OSX
doryen-rs - ascii roguelike library in rust with native and wasm support
python-tcod - A high-performance Python port of libtcod. Includes the libtcodpy module for backwards compatibility with older projects.
tile - Tile is a 2D grid engine, built with data and cache friendly ways, includes pathfinding and observers.
DarkRelic
wcomf - Here you'll find the newest versions of my game, Weird Caves of Mediocre Fun.