The Dev Spot - Discussing All Things Programming

Programming is my passion and the sharing of knowledge and information is something I hold in the highest regard. Being self-taught in the art of programming, had those that came before me not preserved what they had known in a way that was accessable I'm not sure where I would be today. It is in this spirit that I have created The Dev Spot a place where I post weekly (sometimes more) how-to articles on varying topics related to programming and software development.


Data structures for graphs - In this article i discuss the two common forms of graph representation, adjacency matrix and adjacency lists.


Taking a look at color_t - With many of todays terminal emulator libraries using unsigned int's to store color in their ARGB form this article looks at using bitwise operations to manipulate colors


Langton's Ant - Discussing basic cellular automata by exploring Langton's Ant using C++ and NCURSES


Basic 2d Shooting mechanics A brief explaination of how i implemented "shooting" projectiles in 2d games


Basic Shooting mechaics pt. 2 Picking up where part one leaves off this article discusses collision detection and using pathfinding for "smart bullets"


Roguelike Game Development



Scrolling Maps - using and displaying maps that are larger than the viewing area


FOV the easy way - An easy field of vision algorithm using ray casting with proper shadowing



Making Goblins Move: Part one - Generating flow fields from euclidean distance to automate NPC's, or, making Goblins move..



Making Goblins Move: Part two - addressing the issues raised by the first article, this article goes on to talk about
various other ways of automatic NPC movement, including the Breadth First Search Algorithm.



Making Goblins Move: Part three - in this installment of making goblins move i present a more in depth look
at the common algorithims used for pathfinding in Roguelike development: BFS, Dijkstra's Algorithm, and A* search. I also re-visit the topic of influence
maps discussed in part one, this time using a modified BFS algorithim to make whats commonly called "Dijkstra Maps".



(new) Template World - This is a feature rich and coherently thought out template
i use as the "base world" for my how-to's as it is difficult to explain how a tecnique relates to a roguelike without having a roguelike to show it in.
while this is not a complete game, or a game at all for that matter, it does have almost all of the components needed to make one.



Swift-TCOD - Tutorial for creating Roguelike games using the Swift language and LibTCOD in conjunction with the wrapper code i wrote