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  • ...pursue is a generator that will procedurally generate an arbitrarily large number of names that will: ...r to manage. The articles listed below refer to the subject of random name generation.
    1 KB (207 words) - 21:41, 20 November 2015
  • * map generation * random number generation
    720 bytes (101 words) - 11:19, 13 January 2015
  • ...e for computer games. Due to its speedy and effective generation of pseudo-random numbers, a few languages (e.g. [[FreePascal]] and [[Python]]) have already
    949 bytes (153 words) - 01:27, 27 April 2013
  • ...e generation to implement. In its most basic form, the method looks up two random elements: one from a list of "first syllables", and a second one from a lis ...ot limited to using one of each. It might be a good idea to place a random number of middle syllables between the starting and ending ones. You might also wa
    2 KB (334 words) - 19:39, 18 July 2010
  • ...n 20th September 2007. The game is currently a work in progress, but has a number of features already integrated, such as: * Random dungeon generation
    2 KB (274 words) - 14:28, 18 May 2017
  • This article was written mainly based on roguelike dungeon generation, but also applies to other tile-based games, possibly. ...out completely filled out with walls, or you do this on your own prior to generation. You have a function for adding a rectangle filled with either walls or emp
    8 KB (980 words) - 15:42, 22 October 2011
  • - Random map (city) generation based on xml templates<br> August 6: When defining a transition to a random map, a transition back to the previous map will be generated automatically.
    4 KB (588 words) - 09:44, 9 August 2012
  • ...ting applications for noise and fractals in RL games, not just for terrain generation, but for adding natural-feeling patterns to monster behavior, treasure drop ..., M, half way between A and B. Then displace the midpoint up or down by a random value. This creates two new lines joined at the midpoint. We then repeat
    7 KB (1,168 words) - 02:21, 21 May 2018
  • ...at: GenRogue promises random plots and world generation, random cities and random conversations among many other features. Rumor also spreads that the game w Another thing GenRogue is famous for are is number of [[rewrite]]s it has undergone.
    3 KB (460 words) - 03:09, 31 May 2017
  • ...seed value instead of the layout of every map. The algorithms used for map generation, visibility calculation and path finding have to be computationally conserv
    2 KB (259 words) - 18:03, 26 September 2011
  • Compared to C and C++, the language is restricted or enhanced in a number of ways, including but not limited to the following: ...Java, only single inheritance is available, but a class can implement any number of abstract interfaces. This functions mainly to simplify the runtime's imp
    7 KB (1,031 words) - 17:35, 14 April 2024
  • Due to the current re-write, only world and dungeon generation (featuring only one theme) will be featured in the next release. * <s>Dungeon generation (cave theme)</s>
    6 KB (879 words) - 22:23, 18 April 2017
  • ...ter into aggregates of such particles. The process can be simulated in map generation to create rough tree-like structures; the resulting dungeons can make nice ...have been documented (apart from [[Cellular Automata Method for Generating Random Cave-Like Levels|cellular automata]], an excellent article), so here's anot
    23 KB (1,517 words) - 09:13, 12 October 2020
  • ...ldn't work -- as it is, ''for'' only loops from a small number to a bigger number. But returning to the original line, then x2 will be the minimum, and x1 ma ...we're going to rush right away to the most interesting bit: random dungeon generation!
    15 KB (2,471 words) - 20:01, 25 September 2017
  • ...ldn't work -- as it is, ''for'' only loops from a small number to a bigger number. But returning to the original line, then x2 will be the minimum, and x1 ma ...we're going to rush right away to the most interesting bit: random dungeon generation!
    16 KB (2,557 words) - 15:16, 14 September 2017
  • Interesting random maps are one of the things that make roguelike games But random maps are far from easy to implement. In most conventional
    8 KB (1,277 words) - 09:18, 26 June 2014
  • * [[Random number generator|RNG]] * Hex support (console, FOV, pathfinding, dungeon generation)
    2 KB (293 words) - 03:19, 9 January 2023
  • ...ldn't work -- as it is, ''for'' only loops from a small number to a bigger number. But returning to the original line, then x2 will be the minimum, and x1 ma ...we're going to rush right away to the most interesting bit: random dungeon generation!
    15 KB (2,454 words) - 12:21, 23 September 2017
  • * ngb_min, ngb_max: the minimum and maximum number of neighbouring floor cells that a WALL cell must have to become a FLOOR ce * cellnum: the desired number of FLOOR cells; the actual number may be less if there is not enough space.
    10 KB (1,634 words) - 06:16, 22 June 2021
  • ...lgorithms to allow computers to simulate randomness. PRNGs are never truly random, but they are unpredictable enough for practical purposes. ...PRNGs to compute [[dice]] rolls and other situations that require [[random generation]]. Some RNG algorithms evaluate simple polynomials, while others use techni
    15 KB (2,395 words) - 03:25, 6 August 2018

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