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c0mpiling

I'm a software engineer/architect and photographer. Sometimes they combine in fun ways....

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Procedural Generation Part 1: Structured Dungeons

Procedural generation is a way to turn rules, seeds, and validation into data; in this case for dungeon maps. It is not a substitute for design, instead your effort goes into designing the interwoven procedural algorithms and systems. Procedural generation is not simply the random placement of rooms and corridors; the algorithms are often deterministic. This means one seed will always produce the…

Adventure - Multiplayer Roguelike

Adventure is a procedural roguelike project. It's built around a TypeScript game core; shared by a Phaser web client and an authoritative server. The aim is a small dungeon game that can generate new places and run the important rules on the server. The client is concerned only with rendering and input for the player, with the connection maintained over a WebSocket. Influences include every…