Its actually a fairly simple computation: work out the length of the corridor, scale it, and re-adjust the co-ordinates of each end. This requires some book keeping in terms of data structures: knowing which end terminates at which room, so that you don't accidentally srhink the worong end.
General rambling about game development and design by a professional games developer. Pickings at Python, complaints about C, lashings of Lisp, and whatever else is the language du jour.
Sunday, July 5
Dungeon Generation Part 4: Clearing space for the rooms
Here we are, we now have spaces where the rooms are going to go: my initial attempts at creating rooms did not go so well, so I had to backtrack and refactor the code, in order to get this to work.

Its actually a fairly simple computation: work out the length of the corridor, scale it, and re-adjust the co-ordinates of each end. This requires some book keeping in terms of data structures: knowing which end terminates at which room, so that you don't accidentally srhink the worong end.
Its actually a fairly simple computation: work out the length of the corridor, scale it, and re-adjust the co-ordinates of each end. This requires some book keeping in terms of data structures: knowing which end terminates at which room, so that you don't accidentally srhink the worong end.
Subscribe to:
Posts (Atom)