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Algorithms

Technical Journal // Algorithms
Aug '26

Part 6: Simulating a Living Facility: Room Derivation, Sunlight Spillover, and Positional SFX

Building structural algorithms to identify rooms procedurally from coordinate maps, propagate sunlight through doorways, parse modular JSON missions, and render positional sound.

Aug '26

Part 5: From Terminal Cells to Sprite Maps: Font Fallbacks and Auto-Tiling

Building a 2D Raylib rendering pipeline capable of 4-bit cardinal autotiling and multi-font fallback chains for unicode glyphs and emojis.

Apr '26

Part 3: Casting Shadows Without Trigonometry: The Beauty of Integer Math

To calculate Field of View in a grid-based game engine, you have to cast rays. The naive approach uses heavy floating-point trigonometry. This post explores Bresenham's Line Algorithm: a 60-year-old technique from the era of hardware plotters that draws perfect lines using only integer addition and comparison.