gamedev
I really do hate scrapping projects, but I seriously can't deal with this tedious shit right now.
gamedev
gamedev
There have been some really cool developments in the world of Haiku
gamedev
With all that paranoia out of the way, here is a whitepill that almost nobody is talking about.
@xianc78@gameliberty.club
The ideal way to stay alert is to undermine their ability to manufacture reality, this is a permanent goal that's outside a reactionary timeline. This is why I highlighted Dr Couey's work, because if there was anything people should learn from the Covid Crisis, it's that they're not above breaking a few eggs (innocent lives) to make their omelettes (psyops).
This may sound harsh, but I'd argue raising the alarm about every potential new mass event is counter-productive (puts people in perpetual fear, at the risk of their mental faculties) when compared to more careful analysis and revisiting of what actually drove the events. I think this is how much of the alt-media has been weaponized against truth-seekers, so many leads but so little time to follow them all.
I know you mean well, and I'm not trying to criticize you directly, just the pattern.
EVERYONE NEEDS TO PAY ATTENTION AND READ THIS!!!
The WEF is holding yet another table-top exercise for a "hypothetical" pandemic. This one claims to be 20x more fatal than COVID (whatever that means).
Remember that the WEF, Gates Foundation, and John Hopkins foundation participated in a similar exercise mere weeks before the first COVID outbreak. They are planning this shit well in advanced.
Share this as far and wide as possible! They might second guess doing this if more people are aware. Just imagine if more people were aware of the Event 201 exercises when the first COVID outbreak happened.
Please boost this post.
I tried my hand at a more traditional roguelike dungeon generator using this algorithm (https://roguebasin.com/index.php/Dungeon-Building_Algorithm). The results were more cave-like than I expected. It only uses rooms and corridors, but it doesn't really place them logically, only if it is right next to a wall.
I should try BSP dungeon generation next. It should give more "dungeon-like" maps.
https://roguebasin.com/index.php/Basic_BSP_Dungeon_generation
Decided to do more practice with procedural generation. For years I always put it off thinking it was too tough to make a dungeon generation algorithm, but then I decided that I could start of by creating Zelda-like dungeons given that the first Zelda game had dungeons using premade rooms that fit on a grid.
I wrote a simple dungeon generator in Java and here are the results. The generator does have a bias for L shaped dungeons though.