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  • ...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
  • ...re will be a single over-arching theme to the game, but there will also be random quests, as well as a selection of preset quests that will appear in some or * Increased the number of voronoi points used in generating the overworld
    6 KB (958 words) - 00:49, 20 February 2020
  • 1/2 guilt: saving method, the other 1/2 guilt: lack of random generation optimization. ...Down stair must lead to an up stair (and vice versa), EVEN when generating random levels.
    13 KB (2,201 words) - 13:46, 16 October 2007
  • * [[Random generation]] * [[Basic BSP Dungeon generation]]
    11 KB (1,378 words) - 14:20, 25 November 2023
  • A weighted random generator works by accepting a list of possible results, each with a weight With the list complete, the generator picks a number between 0 and 1, and multiplies it by the total weight (we'll call this "t
    6 KB (829 words) - 14:39, 30 August 2014
  • // number of "objects" to generate on the map And now the code of the random-map-generation-algorithm begins!
    19 KB (1,806 words) - 09:02, 2 June 2016
  • // number of "objects" to generate on the map And now the code of the random-map-generation-algorithm begins!
    22 KB (2,002 words) - 17:32, 25 July 2014
  • 3) Number of walls You can modify maze density by changing the number of walls to draw. I
    18 KB (3,078 words) - 22:23, 2 May 2008
  • If 45% of the original random map contains walls and the process is repeated 5 times, the output might lo * Generation of isolated cave sections, possibly blocking player advancement (see possib
    32 KB (1,757 words) - 22:15, 1 April 2023
  • ...on in one of skills, and favorite weapon. All monsters are also born under random birthsign giving them a bit of color and variety. ...cedural levels, with various types of generators, including cyclic dungeon generation
    3 KB (482 words) - 07:16, 22 August 2019
  • ...ry word is a sequence of 0s and 1s. The height of a word is defined as the number of 1s in the word. A factor of a word is basically a substring of it (subwo * The number of distinct digital line segments of length N is O(N<sup>3</sup>). This mak
    8 KB (1,371 words) - 17:58, 21 March 2009
  • ...a is planned for release when the game is more complete, but until then, a number of currently implemented and working features are listed below. ...sual mechanics one would expect from a roguelike! Permadeath, random level generation, both static and dynamic levels, intelligent monsters, a town level with ve
    3 KB (486 words) - 20:05, 17 May 2017
  • ...ve been better discussed in the Community Portal, but because of the small number of daily edits, people seem to have found the discussion all right. The pr ==Random name generation==
    13 KB (2,280 words) - 04:22, 26 August 2008
  • ...nently change your character (sometimes in a bad way), and the random item generation based on prefixes and suffixes along with socketed items and unique items. ...on-random levels are reserved for the boss encounters. There are also some random special levels that may appear in some games, like the Tournament (where du
    6 KB (991 words) - 11:46, 25 October 2023
  • * expanded town, with random buildings and encounters Imoria implemented a large number of player character classes and subclasses, modeled largely on the player c
    10 KB (1,584 words) - 15:19, 8 January 2020
  • Args[0] is Number of Dice RL++ A roguelike has to be ASCII, has to be random, and have
    53 KB (8,658 words) - 18:53, 1 May 2008
  • * random worldmap * random worldmap different for every character
    7 KB (1,091 words) - 15:12, 24 May 2018
  • * Very high replayability because everything is created at random! ...er "options/traits/skills" (no character "classes"); point-based character generation; each character requires his own survival strategy
    3 KB (466 words) - 20:04, 27 January 2024
  • ===Random descending levels of a dungeon - Yes=== ===Random items - Yes===
    20 KB (3,329 words) - 20:25, 21 March 2013
  • for(var j, x, i = o.length; i; j = Math.floor(Math.random() * i), x = o[--i], o[i] = o[j], o[j] = x); ' 0 is the most random, randomisation gets lower after that
    27 KB (1,561 words) - 19:55, 27 February 2015

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