Pigeon Hole Stepping

Pigeon Hole Stepping

For 7DRL this year I developed a new map generation algorithm called Pigeon Hole Stepping.

Fill the map with walls

This map generation algorithm relies on negative building techniques. This concept will make more sense as the later steps are explained.

Dig Hallways

Essentially, we can assume that hallways that are parallel to each other are at least the length of a single room and up to two rooms apart in distance. Because of this assumption, we can make a random walker that will move around with this restriction in mind until map is filled completely.

Allocate Rooms

Assuming the

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NPM Module: Slush Jugs

NPM Module: Slush Jugs

Last week I updated the npm module slush-jugs to include support for a more robust script compilation system using Webpack inside of Gulp. This will allow us to have a commons module that automatically pulls out any vendor-specific code that might be duplicated across the application and separate it into it's own file. This is also important if we don't want to constantly update cached versions of vendor assets on users computers when all they need to do is update the smaller footprint of the actual application code that was updated. Below are a list of all the changes in

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.zshrc

.zshrc

It all started one long rainy night after setting down my Archlinux laptop and picking up my macbook pro.. inevitably annoyed quickly by the ancient bash version. Switched to zshell. Downloaded oh-my-zsh for a prettiness template to start with.. customized my own theme, and have been hooked for a solid 3 months so far.

# Variable declaration
ZSH_THEME="powerlevel9k/powerlevel9k"  
HIST_STAMPS="dd.mm.yyyy"  
POWERLEVEL9K_PROMPT_ON_NEWLINE=true  
plugins=(git)

# User configuration
export ZSH=/Users/nateinman/.oh-my-zsh  
source $ZSH/oh-my-zsh.sh  
export LANG=en_US.UTF-8  
export PATH=/usr/local/share/npm/lib/node_modules/grunt-cli/bin:$PATH

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