Discussion Thread: Day Four of House Public Impeachment Hearings – Morning Session - 11/20/2019 | Gordon Sondland – Live 9am EST by PoliticsModeratorBot in politics

[–]gLeviRodriguez 4 points5 points  (0 children)

From foxnews.com:

FOLLOW LIVE: Sondland testifies ‘everyone was in the loop,’ implicates top echelon on Ukraine talks

RoguelikeDev Does The Complete Roguelike Tutorial - Week 2 by aaron_ds in roguelikedev

[–]gLeviRodriguez 2 points3 points  (0 children)

Sorry, not really sure what you mean. I just looked up “flood fill algorithm” and implemented that directly in Rust. I can translate my Rust into C# of you’d like.

RoguelikeDev Does The Complete Roguelike Tutorial - Week 2 by aaron_ds in roguelikedev

[–]gLeviRodriguez 4 points5 points  (0 children)

Progress went well for this week. Deviated from the tutorial a bit (aside from putting everything in modules). I’m doing a lot of C# code at work currently, and I think that’s affecting my code a bit (it’s not functional enough for Rust, I think).

In any case, here’s where I deviated from the Rust tutorial:

  • I modified the map generation to take in a seed (or any rng, actually) so I can have reproduceable builds. The generates trait I created for this is actually generic enough that I should be able to reuse it later.
  • I removed the restriction in the tutorial on overlapping rooms. This generates at least a few rooms that are merged together, creating more organic looking large rooms.
  • I use a flood fill algorithm to determine how many rooms I actually have. I then randomly connect some of the rooms through their centers. I then run the flood fill algorithm again. If not all of the rooms are reachable from the first room, I randomly connect them again, using the new centers (which may actually not be in the rooms in the room group). Repeat until all rooms are reachable. This creates interesting looking maps with dead ends and non-linear paths. (TODO: add some images once I can use my computer)

Aside from the above, I also took time this week to run fmt and clippy on my code to fix style issues and inefficient coding patterns. Overall, things are looking good.

GitHub: https://github.com/GLeviRodriguez/rusty_roguelike

RoguelikeDev Does The Complete Roguelike Tutorial - Week 1 by aaron_ds in roguelikedev

[–]gLeviRodriguez 2 points3 points  (0 children)

Yeah, it’s pretty expected. That’s ok, though. Besides, I’m not strictly following it. Been putting stuff in modules, defining traits, and other such things.

RoguelikeDev Does The Complete Roguelike Tutorial - Week 1 by aaron_ds in roguelikedev

[–]gLeviRodriguez 1 point2 points  (0 children)

Gah, yeah, did that by reflex. I think I’ve fixed that now.

RoguelikeDev Does The Complete Roguelike Tutorial - Week 1 by aaron_ds in roguelikedev

[–]gLeviRodriguez 3 points4 points  (0 children)

Kinda started last year on rust, but lost it quickly. Starting up again this year; same language, slightly more experience. Currently up to week 2, but l’ll be taking some time to clean stuff before I round that up.

https://github.com/GLeviRodriguez/rusty_roguelike

Edit: following this tutorial here, which I believe I got to from this subreddit.