Catch up on stories from the past week and beyond at the Slashdot story archive. Even in the bad old days, stuff would occasionally break, but the whole site usually stayed up, and in either case things were fixed very quickly. Outright outages up until Dice took over were pretty damn rare, but now as you said, they've become rather frequent, and when they do happen, it's for hours.
Also the alignment of various elements occasionally goes wonkey and comment boxes only fill up half the screen.Leadership change announcement example
I almost wonder if they are trying to degrade the performance of the site. Needed to do that already twice. Not sue how long it takes that Karma vanishes.
Last time it took over a year. It's C -- so it's likely that's the minimum requirements for a compiled. NET App to run. You'll need to be more specific, are we talking about systemd running in Csystemd running C code, or the port of systemd in C that runs C? Just for this reason they succeed. I think about half the tendency for code bloat in the past 15 years has been the decline of cheap hobby PCs - a vacuum that has now been filled.
Still seems like a lot to me, but it does at least impose a little restraint and interest in optimization. The other half is of course managed languages, but really slimming down C to work on a RP doesn't seem impractical - just something that MS hasn't had a re. I have been running C ASP. No problems. I also wrote this, but I wrote it in Pascal inbeating the author by 3 years unless his rounding function is broken.
Still, procedural generation remains the next big thing, and applying it to something as simple as a text-based map, limited to two dimensions and "wall" or "not a wall" is nostalgic for many, and interesting for those who did not do the same project in some fashion.
The need for multiple cores did not exist - it just happened to be the hardware available, I assume. The other half is of course managed languages, but really slimming down C to work on a RP doesn't seem impractical - just something that MS hasn't had a reason to focus on. Or if you're impatient, you could just use D - the syntax is virtually identical to Cbut you get the performance of native code.
I actually wrote some patches for buildroot a while back that added support for gdc, which make it pretty easy to compile a suitable toolchain for using D on a Raspberry Pi. Call up your professor, then, and tell him you broke theoretical computer science with your proof that you can, in fact, solve the halting problem. You're genuinely curious? Well, OK. The recommended specs for a dungeon generator are what exactly?
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I get your point, this is akin to measuring graphics cards by how fast they can render a Solitaire win, but it was more a comment reflecting how fast ancient programs run on today's hardware. Or in other words, targeted at us old farts who do remember when computers used to actually strain themselves. It is a big dungeon, mate! A really big dungeon! You know, with torture chambers, torture mistresses and such. Lots of moldy bread and stinking water.
Imagine the whimpering and sobbing. Water drops down from the ceiling and flows down at the walls. The stink of excrements and rotting corpses.This article series has nine parts: parts onetwothreefourfivesixseveneight and nine. Back in or perhapsa young university student first encountered the Angband source code. He had played Angband frog-knows previously on his father's Amigaand achieved reasonable progress with a paladin at one stage: down to about 3, feet.
But the source code afforded him new opportunities, and he fired up the Metrowerks compiler in the university lab, and added four terrain features to the Angband dungeon: ice, acid, water and lava. The design was simple; just a modification of the drunken walk algorithm already used to place streamers through the dungeon, and he spent endless hours generating dungeon levels and wandering through them, followed by countless nights of dungeon-infested sleep, dreaming of endless caverns and unlit seas.Pyqtgraph 3d points
Never again would his adventures be as successful, as the world of Angband variant development lured him instead. I'd like to say that that the roots of UnAngband's dungeon generation system can be traced back to that code, but it has been lost in time. Instead, very little survives. I recovered the design of several of the monstrous trees that I had in that proto-variant from a newsgroup post - I can no longer find that post, but there is definitely mention of it in a follow up discussion started by Ben Harrison I also remember distinctly fighting 'killer bees' I had created, which was an orange 'I'.
I also discussed the fact that I thought summoned monsters should surround the summoner, as opposed to the player, which was vigorously argued against, although history has proved me right. In fact, looking at that last link, it describes in detail, my early 'dungeon design manifesto', which I'll repeat here. This restriction shoud also be lifted for teleporting monsters. Basically, I want the thrill of exploring to be heightened.
Fig 1: A typical Unangand dungeon. The chambers in the right hand side are surrounded by a grass-filled cavern with the occasional tree. Vines and mossy walls decorate the nearby tunnels. However, between the vines, some walls seep blood. Click for a more detailed view. And lastly, I spent a lot of reprogramming that other Angband time sink: the Angband Borg.
Again, this code has been lost. I can only suggest that Dr Andrew White has done a better job and more in the spirit of Ben Harrison's original intentions than I was ever capable of. UnAngband proper appeared on or around December I can find a report of version 0.ASCII art has a long history in the hacker culture.
In this example we are specifically talking about ASCII art fonts that can be used to make banner text for command-line applications, network services, documentation, web pages, etc. Check out their font database. But, if you want to generate your own dynamic text or embed it in your own Python application, you can use the pyfiglet module! Keep reading to learn how to use it. It is used to create quote bubbles with a person saying something.
By default it is a cow with a quote bubble but there are many other characters like Tux the penguin that can be used. Simply use pip to install pyfiglet. Pyfiglet comes with a command-line tool you can use if you don't need to use the Python library.
Below we will explain using it in our own Python code. You can use the command-line tool to generate text or to list the available fonts. The example above uses the default font.
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But the layout are strictly room and corridor. You might want Dizzy Dragon's generator. It does encounters and treasure, although no random encounters. The dungeons are generated from geomorphs, so the maps are more complex and interesting than the fully random versions.
Each map will have some three dimensionality, with stairs up to some sections and so forth. My generator doesn't do everything in your list, but what it does it does better than most: www.
Dizzy Dragon is amazing. It provides a handful of adventure elements that make it easier to create a background for the random dungeon. Sign up to join this community. The best answers are voted up and rise to the top.
Home Questions Tags Users Unanswered. Asked 9 years, 7 months ago. Active 4 years, 10 months ago. Viewed 40k times.
Random doors Points of interest finding a pile of skulls, a water well, generic shrine, etc. Being able to choose what features are used in the generation of the map.
Active Oldest Votes. Both create the encounters for you. Of the two Dizzy Dragon is the best. Roflo 3, 1 1 gold badge 17 17 silver badges 48 48 bronze badges. Bryant Bryant Pat Ludwig James Hutchings James Hutchings.P rocedural content generation is a great way to generate interesting worlds, and dungeon generation is often the first step in level creations.
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A variety of algorithms have been researched and developed to produce interesting random levels that make games, especially roguelike games, unique and fun. The project initially began around July of as a simple excercise to generate random caves and dungeons procedurally. Months later, some of this program's code was used in while working on a game's level generator.
As the dungeon generator grew and more algorithms were added, the generator was split off as a stand-alone system capable of creating nice dungeons using a variety of methods.How to use alligator pepper for protection
Below is the original prototype cave generator, which procedurally "grows" a cave based on user inputs. To create a new cave, press Enter. T he dungeon generation code is very modular, so it should be very easy to add new dungeon algorithms. The program creates a grid in the form of a 2D array and passes it to the dungeon algorithm, which then modifies that array. Too add a new algorithm, just create a new file with your new code and pass the array to it.
S everal algorithms are implemented; some are very simple while others contain complex data structures and pathfinding algorithms. Read on for an explanation of each algorithm, or go to the end to look at the results, as well as downloads and the source code. O ne of the most simple and probably the most used dungeon algorithm. This method places rooms randomly on the grid, then loops over each room and attempts to connect them.
If given the chance, random tunnels can also be dug out to give the dungeon a more natural feel. The steps are as follows:. Different types of dungeons can be generated based on minimum and maximum room size and the number of rooms.Great Generators for Dungeons and Dragons
References: - pcg. B ased on the cellular automata method by Jim Babcock, this algorithm uses cellular automaton to create natural-looking caves. Usually cellular automation uses the rule: a tile becomes a wall if it was a wall and 4 or more of its nine neighbors were walls, or if it was not a wall and 5 or more neighbors were.
This algorithm is a slightly modified version of that logic:. This is the same thing as sayin Tile T will be filled if the number of tiles within one step of T, including T itself, is at least 5.
But this is not the function which my sample program uses.You know what they say. When you're tired of procedurally generated dungeons, you're tired of life. Beginning with the game 'Rogue' inthere is a long tradition of games which automatically generate their levels, in real-time, as the player enters each level. Rogue set the scene for a genre known rather unimaginatively as "Rogue-Likes", and their more general category: "Dungeon Crawlers".
There's a shorter, but no less proud, tradition of people creating interactive or at the very least animated articles on "random dungeon generation" and the closely related sport of "Maze Generation".
And, owing to the fact that no website can consider itself complete if it doesn't include a dungeon generator of its ownthere is now a dungeon generator available at this very wiki! It creates ready-to-print maps, and lets you pick from 4 different themes:.
Dungeons—it must be noted—differ from the related concept of "Mazes", because while Mazes consist solely of "passageways", Dungeons have Passageways and Rooms. Rooms have a number of door ways and sometimes door ways can be locked! If you want to get right down to it, dungeons also have monsters in some of the room, treasure boxes occasionally and if there are locks they may have keys possibly hidden in treasure boxes. Thus, wall-following may not be a sufficient way to solve such a puzzle.
Screenshot from "Solomon's Keep" an excellent rogue-like dual-stick shooter for iOS. So here's three articles on the related topic of Maze Generation. And Jamis Buck who literally wrote the book on maze generation. The beautiful thing about dungeon generation is that it's one of the purest algorithmic problems you can encounter.
And yet it's such a fun, visually spectacular and entirely-playable pursuit. So dungeon generation is a fantastic topic for trying out a new language, or learning programming itself. And the complexity of a solution can steadily ramp up from the entirely hand-drawn to the entirely generated. You can follow a smooth progression from manual to automated, with many detours, challenges and treasures along the way. Not unlike playing a dungeon crawling game itself. One step up from hand-drawn is to create your own " geomorphs ", in the style of Dyson Logos.
The Geomorphs of Dyson Logos and others.Future of adfs
The related field of city generation and world generation can be covered in separate articles. A related though entirely different field, is the automated generation of names for dungeon related games.He's the same guy that wrote the book Game Programming Patterns.
Very cool. Hopefully without sounding like I am trying to boast or anything I find the difference in readability and clarity dramatic between those two on one hand and my own deobfuscated, refactored and commented version of the OP.
Nice, thanks. I've updated the comments with the information you provided here :. Been spending the past hour deobfuscating it a bit. Meanwhile others have posted fully deobfuscated versions that the original author and someone else has published in the past. Oh well :P. Either way, deobfuscating this is fun so I'll keep going. The link above goes to the first revision.
Pretty much done deobfuscating, refactoring and commenting the code now. I think at this point most of it is pretty understandable.
DUNGEON - ASCII ART
I worked a little bit more on it, and thanks to my refactoring I have identified a bug in the original code which I have intentionally retained in my own code because the point is to produce the same output as the original version, all the way down to and including bug-for-bug compatibility. In my refactored version of your code the bug is explained at the line I linked to in this comment. But someone was there first, with expanded macros. Backported this to run on MS Visual Studio in case anyone is equally constrained and still wants to give it a go.
Author here. I love all of the deobfuscations. Usually, when I put code online, I try to make it as clear as possible. It's really interesting to see that going the other direction actually makes it a more interactive experience for the reader.
Here's the intent of the code. It picks a random boundary for the new room. Then it walks over the edges and finds every tile where the room's wall overlaps the wall of an existing room.
Those are candidates where a door can be placed to connect this room to the existing one. If no candidates are found, the room is discarded.
This ensures the dungeon is always connected. If there are multiple candidates, we only need to pick one.
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