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**Release Type**: Official Release
**Version**: 3.0.0.8 & 3.1
**Platform(s)**: Windows
**Describe the bug**
A clear and concise description of what the bug is.
**To Reproduce**
Steps to …
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Some existing algos to try:
- [x] Random walk
- [ ] C-Dogs room/wall/square
- [x] Rogue
- [ ] [Angband](http://roguelikedeveloper.blogspot.com.au/2007/11/unangband-dungeon-generation-part-two.html…
cxong updated
3 years ago
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Phase 1 will not be finished product. It'll will still be a tech demo. But once it is over, then we can start talking about surface npcs and things. Phase 1 can be described as being similar to the…
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The example suggests starting with the freespace layout, which works, but I have no idea how to change the layout because the code in freespace.py has no comments that explain what it does. Any chance…
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It would be a great addition to RoR if we could have a basic terrain editor/creator. It would automatically place objects at the elevation you are looking at, and it would have tools and basic objects…
ghost updated
7 years ago
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This issue is about introducing a generator that can access neighbor chunks, in order to facilitate generating trees and small structures that cross chunk borders in blocky terrains.
In practice: acc…
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Old React use cases by @threepointone found in September 2016 meeting agenda https://gist.github.com/threepointone/014954c9270749d0b1d1051c12a705af
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Hi, I'm the author of [Nodeverse](https://content.minetest.net/packages/aerkiaga/nodeverse/). I realize development on our games has been quite slow recently. These days I've had some spare time, so I…
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Here's a proposal for the feature. This issue is related to #1038 and #1014 (only for randomly generated maps for now)
## Menu
After reading the mentioned issues, this is how I envision the new…
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# Proposal For Vulkan Support In MaterialX
# Shader Generation Ecosystem
The following shows how Vulkan code generation would fit into the current eco-system (at time of writing). Note that the in…