Editor's Choice
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Jan 1, 2021
Well, dungeon CREATION. We'll start with a little refactoring. I remember why I recommend testing bug fixes.
Mar 17, 2026
Recent Articles
(Mar 17, 2026)
Well, dungeon CREATION. We'll start with a little refactoring. I remember why I recommend testing bug fixes.
(Mar 16, 2026)
Making a dungeon seems generally to require looping and even conditionals. Do we want special support for those?
(Mar 14, 2026)
Suppose we wanted to create many different kinds of maps. How might we make it easier?
(Mar 13, 2026)
We sometimes get rooms within rooms by accident. Let's see if we can do it on purpose.
(Mar 11, 2026)
FGNO had some ideas. I'm not ready to work on holes. What about paths? A weird solution emerges.
(Mar 10, 2026)
The new jaggy room shapes sometimes include holes. Makes me think about secret rooms. And, not unrelatedly, about paths. Just thinking, and an interesting experiment.
(Mar 9, 2026)
Now that we can have as many room shapes as we can imagine, let's imagine some. The results may surprise you. They surprised me, in a good way.
(Mar 8, 2026)
I veer into philosophy and LLM/AI, based on thinking about many small changes, and how they add to understanding.
(Mar 7, 2026)
I had a few moments and decided to do a round room. At which point I realized that something can be improved.
(Mar 7, 2026)
A common but rookie mistake needs fixing. Using the same RoomMaker to make multiple rooms engenders chaos. Today, as often happens, I don't do what I thought I might.
(Mar 6, 2026)
I have a bit of time and a bit of energy. Let's scavenge Room to make a RoomFactory.
(Mar 6, 2026)
Yesterday's work has been taken as an experiment in having different room shapes, via different room builders. today, Let's get started on the real thing. I have some ideas. That's never a good sign.
(Mar 5, 2026)
FGNO Wants Better Shapes. We do an inadvertent spike. Along the way we discover an issue in generate, and learn the difference between a square and a circle. A superior day!
(Mar 4, 2026)
Recording some small changes.
(Mar 4, 2026)
With a little help from my friends, I set out to smooth some rough edges. Lots of small things. Nothing to see here, aside from one excellent name change. A metaphor issue discussed at the end.
(Mar 3, 2026)
The PathFinder code now uses Cell.generate, but there are signs that make us wonder.
(Mar 2, 2026)
PathFinder uses `generate`. But there's work to be done. And let's talk about generalizing `generate`.
(Feb 28, 2026)
Now let's see if PathFinder can benefit from the new `generate` method on Cell. Saturday: absolute debacle. Sunday: perfect.
(Feb 28, 2026)
Let's look into a suggestion from @blackoverflow. Turns out to be a good idea needing a little improvement. (Minor edit, courtesy @blackoverflow.)
(Feb 27, 2026)
Our cell generator looks pretty good. Let's test it on a copy of our suite test, then see how to put it in play.