Links for July 19, 2016

How do roguelikes generate levels? – in-depth interview with Brogue creator Brian Walker.

That first room can sometimes be a “cavern” — a large, winding, organic shape that fills a lot of the space of the level. Those are made by filling the level randomly with 55% floor and 45% wall, and then running five rounds of smoothing. In every round of smoothing, every floor cell with fewer than four adjacent floor cells becomes a wall, and every wall cell with six or more adjacent floor cells becomes a floor. This process forces the random noise to coalesce and contract into a meandering blob shape. The algorithm picks the biggest blob that is fully connected and calls that the first room.


Art of Atari – Upcoming book collecting arcade and cartridge art.


Museum-of-Art-and-Digital-Entertainment/habitat – Code for the 1986 Lucasfilm/QuantumLink proto-MMOG Habitat.


chrislgarry/Apollo-11 – The code that ran the Apollo 11 mission to the moon.


Mikroskopisk Pacman / Microscopic Pacman

Single celled organisms and animals act like “Pacman” while multicellular animals act like “Ghosts” in this microscopic experiment inspired by the cult video game Pacman from the 1980’s.