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    <title>Pathfinding on rostrum.blog</title>
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    <description>Recent content in Pathfinding on rostrum.blog</description>
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      <title>An isometric dungeon chase in R</title>
      <link>https://www.rostrum.blog/2022/06/28/isometric-dungeon/</link>
      <pubDate>Tue, 28 Jun 2022 00:00:00 +0000</pubDate>
      
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      <description>tl;dr I made an interactive isometric-dungeon demo in R, thanks to {r.oguelike} for dungeon building and mikefc’s {isocubes} for drawing isometric cube graphics and {eventloop} for continuous keypress inputs.
 A new dimension Mike (AKA mikefc, AKA coolbutuseless) is well known for off-label R creations that desecrate the assumption that ‘R is a language for statistical computing’.
Mike revealed the {isocubes} package recently, which lets you print objects made of isometric cubes to a graphics device.</description>
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      <title>Automated pathfinding in {r.oguelike}</title>
      <link>https://www.rostrum.blog/2022/06/10/basic-search/</link>
      <pubDate>Fri, 10 Jun 2022 00:00:00 +0000</pubDate>
      
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      <description>The enemy E chases the player @ who collects gold $ and and an apple a  tl;dr I’ve experimented with simple breadth-first search for {r.oguelike}, a work-in-progress game-in-a-package for R. This means enemies can pathfind and chase down the player character.
 Hunting the hunter I’ve written before about the inception of {r.oguelike}, a concept for a roguelike game written in R, along with a simple method for creating procedural tile-based cave-like dungeons.</description>
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