I finally started to implement TCOD’s lighting system into GeneRogue.



It’s still work in progress, torchs and candles never burn out and there are probably a few bugs. You can check the game here : http://roguecentral.org/doryen/yendor.ts/game/index.html

yendor.ts now has a noise module (currently only with 1D Simplex noise used here for light intensity variation). You can check it on the benchmark : http://roguecentral.org/doryen/yendor.ts/bench/index.html

GeneRogue’s actor factory has been rewritten to handle more complex actors. It’s now much simpler as item definitions rely on JSON data (check the actor_def.ts file)


3 comments so far

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  1. Looks great! I never thought JS would allow such real-time animations on hundreds of tiles simultaneously, it’s absolutely awesome 🙂

    BTW small bug: after I died I could still beat up the orc that killed me (revenge from the grave!).

  2. Hey Jotaf ! I’ve been waiting a long time for this. With WebGL and nowadays javascript engines, it’s finally possible! Next step would be subcell resolution…

    Thanks for the report, I’ve noticed something strange once you die, I didn’t realize you still had one turn, I’ll have a look at it.

  3. Yep it’s a brave new world! Seems like subcell could leverage the niceties of HTML5 rendering instead of relying on special characters this time, it’s pretty cool! 😉