agentultra / demo-2018-03-19

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Demo 2018-03-18

Having come off of 7DRL last week I decided to work on a level generator based on 2D binary space partitioning trees, a classic data structure for making roguelike dungeons.

I didn't get as far as digging tunnels or adding other features like doors, stairs, other tile types etc. I just got as far as digging out the rooms.

I was inspired by the simplicity of the implementation Haskell helped me discover... so I can safely say that learning Haskell may help you write better code in other languages.

Refresh to generate a new level.

  • Generate BSP: 20 mins
  • Add TileMap: 15 mins
  • Add level generator: 20 mins
  • Render TileMap + debugging: the rest of the time

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