pyromancer VS Doryen

Compare pyromancer vs Doryen and see what are their differences.

Doryen

Doryen based in Libtcod 1.5.1 - Refactoring struct and clear code, deleted the old C code and added new features and algorithms. The objective is a small 2D rendering engine (based in grid or tiles). It is written in an effort to create an engine being as lightweight and conceptually clean as possible. (by Andres6936)
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pyromancer Doryen
1 10
0 12
- -
4.3 0.0
21 days ago over 2 years ago
C++ C++
BSD 3-clause "New" or "Revised" License GNU General Public License v3.0 or later
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.

pyromancer

Posts with mentions or reviews of pyromancer. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2022-09-09.
  • Sharing Saturday #431
    4 projects | /r/roguelikedev | 9 Sep 2022
    I've been messing around with the Pyromancer source code. I got it to run on modern systems and now I'm just fixing some last minute bugs I found with libtcod. I have access to 3 projects derived from Pyromancer's engine and I'm trying to learn more about how they work.

Doryen

Posts with mentions or reviews of Doryen. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-06-23.
  • Generating in-game statues for different kinds of generated Lovecraftian gods
    1 project | /r/proceduralgeneration | 24 Jun 2023
    Aw, thanks friend! Just using libtcod and a handful of basic ones for maths-related stuff and saving/loading, nothing remotely specialist on that side of things. All the code for generating graphics for instance is based on libtcod, but definitely using the functionality in novel ways!
  • Sharing Saturday #472
    7 projects | /r/roguelikedev | 23 Jun 2023
    See the libtcod repo for everything. The contributing file has info on how to configure CMake. Feel free to make an issue, discussion, or PR there if any changes are needed or you have anything you want to ask about.
  • Sharing Saturday #398
    4 projects | /r/roguelikedev | 21 Jan 2022
    libtcod | GitHub | Issues | Forum | Changelog | Documentation | Template
  • Pataro II: Pataro Harder
    3 projects | dev.to | 13 Nov 2021
    Today I'm back to working on Pataro, the roguelike built on libtcod that made up much of my Hacktoberfest efforts. I had been assigned to an issue requesting the addition of serialization and deserialization, but unfortunately ran out of time and wasn't able to finish the former or start the latter. I ran into issues with Cereal, and had a hard time figuring out the structure of the program and how to go about implementing serialization for all the relevant components. At the end of that attempt I mentioned that if I were to try again I'd start by testing out Cereal separately and getting a handle on that before trying to implement it in Pataro - so that's what I'm doing today.
  • Hacktoberfest 2
    2 projects | dev.to | 31 Oct 2021
    One of the biggest problems I've faced while tackling this has been figuring out the structure of the program. I've never worked on a game before so the structure of how all the different pieces fit together is alien to me, but I've been slowly figuring it out over the past days and weeks. After getting in touch with the developer of (Pataro)[https://github.com/SuperFola/pataro] and reading tutorials on developing with (libtcod)[https://github.com/libtcod/libtcod] I think I have a better idea of how to approach it.
  • Hacktoberfest 1
    2 projects | dev.to | 25 Oct 2021
    This month I'm working on participating in Hacktoberfest, starting with contributing to a roguelike game called Pataro built on the libtcod roguelike development library. I chose to work on adding a serialization mechanism to save the player's progress and so far it's involved a lot of new and challenging processes. I haven't completed my work yet but wanted to start sharing progress on my learning and status.
  • How to learn making roguelike games?
    1 project | /r/gamedev | 9 Jul 2021
    If you're willing to stick to the terminal for now, libtcod is popular for tutorials on building roguelikes.
  • My simple Asci renderer implemented in SDL2
    4 projects | /r/roguelikedev | 2 Jul 2021
    The same thing happened to me as happened to you, I also hate Libtcod, and it's because of its poor code interpolation with C++ and its null documentation, so I also decided to create a Fork and work on it, the result, an ASCII render with a simple to use, scalable, clean and maintainable interface.
  • Sharing Saturday #352
    6 projects | /r/roguelikedev | 5 Mar 2021
    libtcod | GitHub | Issues | Forum | Changelog | Documentation
  • I'm making a C++17 rogue like engine
    2 projects | /r/roguelikedev | 6 Feb 2021
    Like you, I also had the same problem when reviewing the Libtcod code, so I decided to write an engine based on the Libtcod 1.5 code, I am currently still working on it, and I plan to add elements to it to make interfaces using flexbox layout.