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libtcod
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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WorkOS
The modern identity platform for B2B SaaS. The APIs are flexible and easy-to-use, supporting authentication, user identity, and complex enterprise features like SSO and SCIM provisioning.
libtcod | GitHub | Issues | Forum | Changelog | Documentation
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?
Bracket-Lib | Github