<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Algorithms on Lorbic</title><link>http://localhost:1313/tags/algorithms/</link><description>Recent content in Algorithms on Lorbic</description><generator>Hugo</generator><language>en</language><lastBuildDate>Mon, 10 Aug 2026 10:00:00 +0530</lastBuildDate><atom:link href="http://localhost:1313/tags/algorithms/index.xml" rel="self" type="application/rss+xml"/><item><title>Part 6: Simulating a Living Facility: Room Derivation, Sunlight Spillover, and Positional SFX</title><link>http://localhost:1313/modular-missions-floodfill-audio-raylib/</link><pubDate>Mon, 10 Aug 2026 10:00:00 +0530</pubDate><guid>http://localhost:1313/modular-missions-floodfill-audio-raylib/</guid><description>&lt;p>Generating a raw matrix of integer tiles gives you a map layout, but it doesn&amp;rsquo;t give you a living environment. When I loaded my first level into &lt;em>Derelict Facility&lt;/em>, the engine had no concept of what a &amp;ldquo;Laboratory&amp;rdquo; or a &amp;ldquo;Reactor Room&amp;rdquo; was. It just saw a flat array of walls and floors.&lt;/p>
&lt;p>If a player flipped a power terminal inside a room, I had no clean way to know which room lights or doors to toggle without scanning the whole map grid on every frame. If an alarm fired down the hall, it played at full volume regardless of where the player was standing.&lt;/p></description></item><item><title>Part 5: From Terminal Cells to Sprite Maps: Font Fallbacks and Auto-Tiling</title><link>http://localhost:1313/autotiling-sprites-font-fallbacks-raylib/</link><pubDate>Sun, 09 Aug 2026 10:00:00 +0530</pubDate><guid>http://localhost:1313/autotiling-sprites-font-fallbacks-raylib/</guid><description>&lt;p>Building a terminal-based engine in pure ASCII looks cool for about five minutes. Then you try rendering a complex facility map with corners, T-junctions, and status icons, and raw character cells start feeling incredibly limiting.&lt;/p>
&lt;p>Two specific problems hit me immediately when I tried switching to Raylib for graphics. First, drawing wall tiles manually by hand in level files meant placing 16 different corner variations by hand. Second, when I tried rendering a 🚨 warning emoji alongside FiraCode monospace text, Raylib just rendered a missing glyph box (&lt;code>?&lt;/code> or &lt;code>□&lt;/code>).&lt;/p></description></item><item><title>Part 3: Casting Shadows Without Trigonometry: The Beauty of Integer Math</title><link>http://localhost:1313/casting-shadows-bresenham-integer-math/</link><pubDate>Tue, 07 Apr 2026 10:00:00 +0530</pubDate><guid>http://localhost:1313/casting-shadows-bresenham-integer-math/</guid><description>&lt;p>At the end of generating a procedural map for the &lt;em>&lt;a href="https://github.com/vikash-paf/derelict-facility" target="_blank" rel="noopener noreferrer">Derelict Facility&lt;/a>&lt;/em> engine, I had a sprawling interconnected maze of rooms and corridors. But there was a devastating problem: I could see everything.&lt;/p>
&lt;p>The entire map was rendered at once. It looked like a top-down blueprint, not a dark, atmospheric facility. I needed to implement Fog of War. I needed to treat the player character like a lighthouse in the dark.&lt;/p></description></item></channel></rss>