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A collection of tools and algorithms for developing traditional roguelikes. Such as field-of-view, pathfinding, and a tile-based terminal emulator.
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roguelike-tutorial-2021
Basic roguelike game following /r/roguelikedev annual roguelike tutorial. It's written in Rust with Bevy game engine (by MichalGniadek)
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rogueliketutorial2021
Following along with the /r/roguelikedev complete roguelike tutorial 2021 (by RivalRoman)
Sorry, I think you checked out the wrong version of the code. The branch I was talking about is this one, if you used git you can do `git checkout in-window-debugging`, otherwise you can download that version.
Nowadays, I've learned my lesson and mostly avoid this (having realised that provided I structure it cleanly,'hard coded' game data is actually fine - a .cs file is just a text data file, after all), only going the 'implement a whole new markup system' route when it actually provides some benefit. Mostly.
Repo <--
Crown of Vorona Repo
Also, I misread some of the functions: looking here, especially this comment, it looks like it is already possible to do what we're trying to do. The solution is to put the debug-ui's rendering between SDL_RenderCopy and SDL_RenderPresent (I think, I didn't test it).
Repo | Web version
I tried looking into vcpkg. Install instructions on Windows require Visual Studio in the prerequisite, so I guess I should go with the Linux instructions. Then I found this page: https://github.com/microsoft/vcpkg/blob/master/docs/users/mingw.md
Repo
This doesn't compile, though. It still gives a load of errors of undefined stuff complaining about ImGui. Despite everything being there. Out of sheer luck I found a recent issue: https://github.com/ocornut/imgui/issues/4301