<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Math on Lorbic</title><link>http://localhost:1313/tags/math/</link><description>Recent content in Math on Lorbic</description><generator>Hugo</generator><language>en</language><lastBuildDate>Tue, 07 Apr 2026 10:00:00 +0530</lastBuildDate><atom:link href="http://localhost:1313/tags/math/index.xml" rel="self" type="application/rss+xml"/><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>