Zed A. Shaw
|
f46b5f15ef
|
Lighting now uses pathing to determine where it can go, but _distance_ to determin strength. Looks way better.
|
2024-12-26 04:39:07 -05:00 |
|
Zed A. Shaw
|
9ac8da30ea
|
Circle adjusted to work better but now I think hirdrac was right that it's easier to just calculate a distance from center and use that to determine light levels rather than a whole dpath.
|
2024-12-25 06:03:11 -05:00 |
|
Zed A. Shaw
|
857cd2f910
|
Circle iterator now compensates for the matrix size and won't overflow.
|
2024-12-25 01:15:33 -05:00 |
|
Zed A. Shaw
|
35f2defc11
|
Better lighting and a circle algorithm that works more reliably.
|
2024-12-25 00:27:45 -05:00 |
|
Zed A. Shaw
|
d916d1c383
|
A very jank circle algorithm that overdraws many of the lines but mostly works.
|
2024-12-19 19:02:27 -05:00 |
|
Zed A. Shaw
|
d4b6c35120
|
Working line iterator, and mostly working flood iterator that should be good enough for world gen.
|
2024-12-18 19:22:22 -05:00 |
|
Zed A. Shaw
|
1295e9631d
|
A slightly working flood iterator and a working compass iterator.
|
2024-12-17 17:32:27 -05:00 |
|
Zed A. Shaw
|
70cd963e5c
|
Iterators are now working far more reliably and have more extensive tests that randomize inputs and fuzz them to check they keep working.
|
2024-12-15 19:38:16 -05:00 |
|
Zed A. Shaw
|
8e470df554
|
A bit of late night work designing the little iterators.
|
2024-12-14 11:00:52 -05:00 |
|
Zed A. Shaw
|
56b26e1c4a
|
Matrix now just does the dumping but I need to make this more formal I think.
|
2024-12-05 09:17:30 -05:00 |
|