A whole bunch of half baked ideas. Nothing here works or is properly implemented.
Below are the only projects in here that are any good.
This is a crude port of https://github.com/Dozed12/df-style-worldgen to Go :)
All credit goes to the original author!
GameAsciiTiles will be a simple library that demonstrates mixed ASCII and raster tile based roguelike game rendering. (pre-proof-of-concept stage)
This is an experimental project experimenting with experimental ideas. It's a game, it's a world, it's a gameoverworld. :P
This is an experiment to create a simple (for now, zero-player) strategy game in order to experiment with different game mechanics and AI. Currently, this is just really bare bones and doesn't do much, but it's a start.
Tile based game example thingy (very rudimentary).
Experiments with ASCII based particle systems, very basic and heavily WIP. Right now, it just draws an area of effect around the mouse cursor and particles do not yet have any physics or bloom (lighting) effects.
This is a small library to generate random landmark names. It uses randomized pairs of words to generate the names. At some point, I'll port this to my template based name / text generator, which will allow for more complex names.
Crude port of https://github.com/8bittree/normal_heights to Go :)
This is an experiment in drawing a map using an extended PETSCII character set. This is still a work in progress.
genshops is a procedural generator implemented in Golang that enables you to effortlessly create captivating names and catchy slogans for shops and factions in your fantasy setting. With this tool, you can generate random, humorous names and slogans tailored to your preferences, adding a touch of whimsy to your world. At least that how ChatGPT would describe it.
Does aliteration like "Glorbnorb's glorious gear".
WIP port of Martin Lesser's https://github.com/MartinLesser/Procedural-distribution-of-vegetation to Go.
The application calculates the growth probability of a given vegetation type for every pixel on a given heightmap.
Input (heightmap and soil map):
This package implements a skeleton for a map tile browser UI for rendering map tiles à la Google Maps using the Ebitengine in Go. It doesn't do the actual rendering and only renders placeholders for now, but all the functionality for adjusting panning speed, getting tile coordinates from clicks and calculating which tiles are visible is implemented.
This code is based on: https://www.maptiler.com/google-maps-coordinates-tile-bounds-projection
The noiserand
package implements a random number generator that is based on multidimensional noise, using one of the dimensions as a seed, which allows slight alterations to the seed to slightly alter the generated sequence.
Moved to: https://github.com/Flokey82/noiserand