Exploring Day 16 Coding A Classic Roguelike In C

Exploring Day 16 Coding A Classic Roguelike In C reveals several interesting facts.

  • Fixing our shadowcasting algorithm, so that it actually casts shadows! Building a generic linked list. -- Watch live at ...
  • Completing our Hall of Fame
  • Finishing our target map generation algorithm. It's SUPER slow when we first test it, so we optimize it and get it performant, before ...
  • Our hallways are smarter, but not quite smart enough yet. The quest for prettier dungeons continues! -- Watch live at ...
  • Watch as I make a

In-Depth Information on Day 16 Coding A Classic Roguelike In C

Adding monsters to the dungeon, and moving them around! -- Watch live at https://www.twitch.tv/peteycodes. Setting a max FPS. Refactoring mapCells from global scope. Starting work on Dijkstra maps implementation for smarter monster ... Finished up work on map generation. Started work on movement system for monsters! -- Watch live at ... Finishing up our Hall of Fame, and making it look pretty. Then we dive into bug fixing. -- Watch live at ...

The player's "field of view" or "field of vision" builds on the "line of sight"

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