-
The new Integration Library contains several fun new Generation Steps. These are purely GoRogue, and don't necessarily fit the bill for an integration lib, so some (all?) of them can be moved into GoR…
-
At the very minimum, the example game needs to save and load itself. This could be as simple as calling the appropriate methods, although its possible it will require some specific tomfoolery.
This…
-
The integration library should contain a very simple tutorial to help people get familiar with the concepts of GoRogue, SadConsole, and the Integration library.
The tutorial should include several …
-
GoRogue currently provides a very simplified version of a [disjoint set structure](https://en.wikipedia.org/wiki/Disjoint-set_data_structure). The structure is very efficient but subject to some limi…
-
One question that I haven't found any good answer to in GoRogue's dungeon generation algorithms is "where do connectors intersect with the edges of the rooms they connect?" This is an important quest…
-
The example game, and perhaps the integration library itself, should contain a menu system that includes a main menu and a pause menu (these can be the same menu).
Does it make sense to include suc…
-
### Is your feature request related to a problem? Please describe.
As you may know, Towny as it is configured on EMC will prevent you from making a town if you are too close to another town's claims …
-
FOV calculations can see through diagonal walls that have a thickness of 1.
To see what I mean, use [TheSadRogue.Integration](https://github.com/thesadrogue/TheSadRogue.Integration/ ), and add the …
-
Currently, the component system in GoRogue has `IComponentCollection`, which is really just an interface used for an implementation of a collection of components. It also provides `ComponentCollectio…
-
Edit: forgot to mention how much I'm enjoying using this library. Makes roguelike development so much easier, so thanks!
**Version**: 2.6.4
It's possible I'm doing something wrong, or have the i…