feat: Random generation #4

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opened 2022-05-11 01:06:13 +00:00 by Lubba-64 · 0 comments
Lubba-64 commented 2022-05-11 01:06:13 +00:00 (Migrated from github.com)

I feel like there is a significant amount of potential with what was going on in the throw-everything room generation, and it would be nice to see if there's a way to port that method over into a better, cleaner, faster, and more widely useable implementation.

To actually get this to work a bunch of code needs to be deprecated, and refactored, but the biggest changes needed from the old throw-everything code is:

  • Account for edge cases in room fitting better, or make a new system for it entirely
  • Account for different ways of comparison between room edges
  • Disassociate from tilemap only usage, as it is non-performant, hard to serialize, e.t.c.
I feel like there is a significant amount of potential with what was going on in the throw-everything room generation, and it would be nice to see if there's a way to port that method over into a better, cleaner, faster, and more widely useable implementation. To actually get this to work a bunch of code needs to be deprecated, and refactored, but the biggest changes needed from the old throw-everything code is: - [ ] Account for edge cases in room fitting better, or make a new system for it entirely - [ ] Account for different ways of comparison between room edges - [ ] Disassociate from tilemap only usage, as it is non-performant, hard to serialize, e.t.c.
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lubba64/SoulShardUtilities#4
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