Hunt-and-kill algorithm rocks. It handles everything I need for map gen, including spawn points, room placement, and the maze like map.

This commit is contained in:
Zed A. Shaw 2025-05-19 01:40:23 -04:00
parent 0f8e61797f
commit a0b785cb2a
8 changed files with 62 additions and 336 deletions

View file

@ -25,6 +25,16 @@ union ColorConv {
uint32_t as_int;
};
inline uint32_t old_lighting(uint32_t pixel, float dist, int level) {
(void)level;
ColorConv conv{.as_int=pixel};
conv.as_color.r /= dist;
conv.as_color.g /= dist;
conv.as_color.b /= dist;
return conv.as_int;
}
/* It's hard to believe, but this is faster than any bitfiddling
* I could devise. Just use a union with a struct, do the math
* and I guess the compiler can handle it better than shifting