| Commit message (Collapse) | Author | Age | Files | Lines |
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Committing separately as I'm not sure whether checking, for example,
ASSERT_RANGE(level, 1, 28) is that nice. Perhaps 27 + 1 could be better?
Perhaps some other syntax?
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As per instructions in AppHdr.h, this should always be the very first
include in any file, to take advantage of pre-compiled headers.
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Also use the noise wrappers in ForestLayout
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A preliminary vaults-style abyss city layout.
Needs holes punched in the walls before it can go into use.
Trapping players sucks.
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Add a burstiness option to clamp layout.
When picking the turn on which a feature might change, generate two 32-bit
values and AND them together.
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A procedural layout wrapper that clamps a layout to change no more
frequently than some limiting parameter. If you underestimate how
rapidly the underlying layout changes, aliasing will occur.
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Use chunks of real levels to generate abyss levels.
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A very rare (0.0004% by area) layout that's very sparse and rapidly changing.
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* Fix abyss level teleports.
* Remove lava (smoke is annoying)
* Add giants
* Change layout switching scale
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Port a semi-faithful reproduction of the newabyss layout to inception.
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* Mix up the monster list.
* Make the layouts more interesting.
* Remove exclusions on abyss teleport.
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Added a very rare abyssal castle procedural layout.
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Futzing around quite a bit with the abyss layout.
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Restore abyss shifting.
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Fuzzed up the Abyss River with some perlin noise.
Grabbed a free perlin noise implementation, crudely ported it to C/C++.
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An endless river cutting through the abyss. Needs a bit of turbulent
perlin noise and some large scale rotations to improve its look. An
example of how to blend and chain procedural dungeon generators to get something
interesting.
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A WorleyLayout that selects between two other layouts.
It calculates the lower bound on when the feature can change so that the
whole dungeon doesn't get recomputed on every turn.
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Convert abyss depth into an int, rip up all the phase logic (sorry).
Each procedural generator declares a changepoint, a lower bound estimate
on where the terrain type can change. This way, we can partially
recompute the abyss without experiencing aliasing.
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An 'abyssy' layout, mixing columns and chaos.
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Procedural layout for the abyss using a mixture of sparse and dense
columns!
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The old abyss implemented in terms of a procedural layout.
It's currently very thrashy.
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Added Min and Max layouts.
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Procedural Dungeon generators consume a coordinate and output dungeon
terrain. The idea is to compose them for interesting results. This
commit forces the abyss to use a 2x2 column layout.
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