Posts Tagged "Algorithms"
Middle Earth: Giving life to the map (entities and encounters)
Building a 507-creature bestiary and a pure, seedable encounter engine that decides who you meet on the road, grounded in region, time of day, and terrain.
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Middle Earth: Getting directions (without passing through Mordor)
A hand-written Dijkstra in plain JavaScript that routes across 4,119 road segments, weighting every step by biome, altitude, road type, and mode of transport.
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