Hex-grid utilities for board and strategy games with path-finding, field-of-view, and more
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Updated
Dec 20, 2019 - C#
Hex-grid utilities for board and strategy games with path-finding, field-of-view, and more
2D Field of view calculations for grid-based maps (typically used in top-down adventure/roguelike games). Uses Recursive Shadowcasting!
GDScript implementation of Mingos' Restrictive Precise Angle Shadowcasting algorithm
Generic 2D grid
ShadowCasting code from the MSDN Developer Blog of Eric Lippert: https://blogs.msdn.microsoft.com/ericlippert/2011/12/29/shadowcasting-in-c-part-six/
Portal-casting field-of-view algorithm
Shadow-casting field-of-view algorithm with support for walls along tile edges
A straightforward implementation of Mingos' Restrictive Precise Angle Shadowcasting (MRPAS), a common roguelike Field of View (FOV) algorithm, in C++. Lightweight, headers-only, drag-and-drop into your project. Based on MRPAS code written by Dominik Marczuk and posted on Umbrarum Regnum.
Basic shadow-casting field-of-view algorithm
A Zig translation of the algorithm found here: https://www.albertford.com/shadowcasting/
A Pharo Smalltalk implementation of a Shadowcasting algorithm for rogue-like games
A seeded, turn-based ASCII roguelike on .NET 10. Shadowcasting field of view, A* pursuit, and multi-floor dungeons written from scratch, with a rendering-free core that replays identically from any seed.
Shadowcasting for calculating FOV in grid-based games
My collection of different java scripts. These ranges from my use of Swing UI, Website Scraping, Drawing, Shadow Casting and etc.
Symmetric recursive shadowcasting field-of-view (Euclidean/Chebyshev/Manhattan radius) + Bresenham line-of-sight and explored-tile memory, in pure Standard ML
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