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Procedural Generation - Part Three - Hero Time!

Davy Mitchell, on 23 Jan 2015
Last time the Dungeon was looking much better after being drawn on an HTML5 Canvas - there's even been a version created on DartLab! - (compiles Dart to JS in the browser so be patient!). This time we are going to take a step back to look at how the dungeon structure was made and then add a keyboard controlled hero. There are many algorithms available for maze and dungeon generation - some very complex. The more advanced have steps to ensure there is a valid path from start to end. Our maze is based on a simple algorithm of... read more

AngularDart 1.1 (isomorphic-panda) Released!

Radoslav Kirov, on 15 Jan 2015
This is primarily a bug fix release. Angular.dart's dependencies have been updated to their newest versions. A number of fixes went into the shadow-dom polyfill and forms. Support for Observable objects in change detection has been improved.For more information check out the changelog.Big thanks to our v1.1 contributors:Andreas Kirsch, Matias Niemelä, Pavel Jbanov, Rado Kirov, Segaud Kevin, Victor Berchet, Alexander Dembinsky, ashelansky, Victor Savkin. read more

Procedural Generation - Part Two - Dungeon On A Canvas

Davy Mitchell, on 09 Jan 2015
Last time the Dungeon was rendered using a PRE tag - this time we will us an HTML5 canvas and use PNG files to render a better looking display. In 2014 I entered a game jam and from that I have a set of RPG graphics that will be used for this demo. The jam's theme was 8-bit so all the gfx tiles are 8 pixels by 8 pixels. There are few changes since last time... The code has been tidied up and rearranged. The new version can be found under the parttwo folder. PGMap - has a new method... read more

Procedural Generation - Part One - Making A Dungeon

Davy Mitchell, on 02 Jan 2015
Procedural generation is a technique used in computer graphics, simulations and games to create content on demand. For example, the worlds in Minecraft are not installed with the game, they are created by algorithms whilst the game is being played. Often the algorithms introduce variations to allow unique content to be created every time the game is played. Fractals are an example of procedural generation as are many on the HTML5 demos on this blog. This is the first in a series looking at Procedural Generation using Dart. The example will be generating a 2D dungeon as might be found... read more

Enums and Async primitives in Dart

Anders Thorhauge Sandholm, on 15 Dec 2014
Support for enums, async, and deferred loading are now officially part of the 2nd revision of the Ecma-408 standard, the Dart Programming Language Specification. The second revision was approved last week at the Ecma General Assembly.You can find more information about using the new features in our language tour on dartlang.org:Enumerations (enum) Asynchrony (async, await, and more)Deferred loading (import ... deferred as)EnumsEnums help developers express clear intent with minimal code, and help tools catch potential bugs. Here is an example of an enumeration of form states:    enum FormState { OPEN, INPROGRESS, CLOSED }Tools can even warn developers if they omit an enum... read more