Apr 26 2021

Ascii rougelike progress

Haven't written about this in a while, but there is a ton of new stuff going on…

  • Multiple states (start screen, main game) in a classic old fashioned FSM
  • Multiple entities in a turn queue
  • Simple sequence pattern for animations and commands
  • Heatmap generation to calculate moverange
  • A* pathfinding
  • Color pallette adjustments (oh, this needs to be worked on)

(oh, and those red dudes are not ascii… did some experimentation but did not really like it)

…more to come, I promise =D

Jan 13 2021

Recursive Shadowcasting

Been a while since I worked on this one. But I have some very intriguing ideas, so I wanted to pick this up again. New features since last time:

  • Recursive Shadowcasting
  • Support for custom FG/BG colors
  • Mouse input
  • Text output

More to come…

May 10 2020

Adding a light source

Took a first step towards implementing shadowcasting, the ability to show a tile as lit/unlit/hidden.

Very first implementation is just distance based. Next step: recursive shadowcasting! =D

To be totally honest, this setup of the generated dungeon doesn't feel very interesting to explore. But that's not my main concern right now. I'm just trying to get the very basic systems to work before moving on with the gameplay parts.

Feb 19 2020

Generating a BSP dungeon

All right, in order to start doing something cool I need a to navigate in. RougeBasin to the rescue! They have a really cool tutorial on a BSP dungeon (Binary Space Partitioning, simply put: a node tree where every node has two child nodes). Link here

First step: Create a child node of the entire area. Then randomly split it vertically or horisonatlly (offset the split by a random amount) and add the two inner segments as childnodes. Then repeat for each child node.

Second step: Take all the leaf nodes, shrink them a bit and move them around by some random amount.

Third step: Draw a corridor between every sibling node. Then move up to the parent node and draw a corridor between those siblings. This picture only has corridors on it's outmost leafs.

Fourth step (cheat): Turns out that connecting the parent nodes are a real hassle! In order to keep any kind of speed I did a cheat and drew corridors through the center of each sibling node. As long as I don't offset any room beyond the center coordinate the corridor will pass through a room.

This was fun, but getting step 4 up and running took way too much time. You don't want to lose too much momentum when dealing with hobby projects like these, and this is good enough for me to continue with the next exciting step!

Jan 19 2020

Scrolling camera

Got a scrolling camera to work in tonights short session, showing a part of a bigger underlying map. Next up:

  1. Generate Dungeon
  2. Shadow casting/field of view
Jan 10 2020


Today, by chance, I stumbled upon the free tileset section on (, and I instantly fell in love with so many of them! I'm usually not a big fan of using random peoples stuff, but I think this made me change my mind!

I downloaded a few and started playing around with one of them, making ireggular semi-topdown floor tiles. I could easily integrate them since this is not a console at all, but a regular window I draw bitmap fonts into. Easy peasy!

But the very reason I started with this in ascii was to NOT having to bother with graphics… so even though it looks realy nice, it will have to wait for another project.

Dec 28 2019

AsciiBrain 1

Bought myself a new hobby gamedev laptop. It's really small, and really neat. And kind of weak… So I needed a project that it could handle.

After trying haxe it was clear that compiling haxeflixel was painfully slow. If I did it directly in c++ instead it worked like a charm.

So c++ project it is! Using SDL and the base from my Ludum Dare code base. Got a dude moving and placing blocks. Good first progress =)

Sep 24 2019

Starting out with C++ and SDL

I've spent some time trying to port my text engine to linux and mac, with the following results:

  • On Linux (also valid on Mac) I cannot detect keyUp. “Fixed” it by gimping the game a bit on those platforms…
  • On OSX I cannot set colors correctly! The exact same sourcecode that works on Linux turns into dark blue text on semi dark blue background. Unreadalbe.

So I have abandoned that path for now. Instead started looking into the SDL library instead… and it is really smooth to work with! (at least on Linux). I have currently managed to get it to work on both Linux and Windows!

I can even work with this code on my old, very beloved, Asus EEE 1005PE netbook. A ten year old 10.1” computer that freezes if it tries to open any random webpage (Gmail? Just forget about even trying), however it has a whooping 250gb harddrive, a keyboard like a dream and a battery that lasts for an eternity. Writing C++ code in VIM (in a terminal window) works like a charm… like in the 70's ;-) Compilation is around 1-2 seconds, which is not only acceptable, but also faster than Unity compiles on my powerhorse workstation.

This looks very promising for the upcoming Ludum Dare competition!

Apr 19 2018

Cpp text console application, part 3

Now writing to bufferes and writing those to the output. Writer class that prints text character by character and interprets simple commands (right now only newlines and changes in speed and pauses). Two days left to Ludum Dare.

Tutorial that describes pretty much exactly what I'm playing around with

Good to keep as reference!

Mar 15 2018

Cpp text console application, part 2

More fun with your terminal:

  • Colors
  • Write character at position

So far I'm surprised by the speed (the delay you see is actually me pausing the thread)! The last time I tried stuff like this directly in the terminal it flickered like hell. But that time I was using conio.h, this time I write stuff myself using only windows.h.

I'm not using buffers yet, only moving cursor and writing to that position. Guess writing to buffers will make it even faster. But thats for another day…

Feb 11 2018

Cpp text console application

Ok, for the first time in a long while I got two hours that I could spend on programming! Need to refresh my c++ knowledge quite a bit (the metro siberia part below uses OpenFrameworks to do all the heavy work for me). But in these two hours I still managed to:

  1. Create a makefile (my very first one)
  2. Code a small console application in VIM (and compile it using :make)
  3. Have the program print out text letter-by-letter
  4. Read the content of the text from an external text file
  5. Store config flags, such as speed or pause in the text document

Not very exciting, and now the time is up. Time to hit the bed. Felt good to do some programming anyways.

Sep 14 2017

Metro Siberia - part 2


Small progress. Started porting over my matrix implementations from haxe. At the moment it actually looks more like C-code than C++.

Been playing a lot with arrays and pointers. Even some memcpy!

Aug 24 2017

Metro Siberia - part 1

intersecting triangles

Started a re-make of my old game Metro Siberia in C++. This is the big plan:

  • Custom rendering methods in it's own header file
  • Game code is platform independent
  • To start with, only draw lines and simple fills
  • Currently using OpenFrameworks as “backend”, because it is almost zero hassle to get working
  • Plan is to change from OpenFrameworks later on… but we'll see. At least the structure will allow it.

Currently nothing more than a window that renders the picture above.

Sep 21 2015

Playing with shaders - Part 3

My recent days of night dev has been a bit fragmented due to the fact that I have two newborn kids that require a lot of attention. But whenever I get a spare moment I try to do a little bit of programming, so todays post is actually the result of several short days of work.

First of all I needed to read up on plasma effects again. Haven’t done that in several years, and it turned out I did not fully remember how it was done. But I did find the excellent tutorial I used several years ago, I highly recommend reading it!!! It is ugly, but very interesting read:

After that I started playing with shaderToy, trying to get a plasma shader running.

And lastly, I implemented that shader into my c++ sandbox project. Something seems to be a bit off though, it is way to bright. I think it is because the range of each sine/cos-effect (that is merged together to form the plasma) has an incorrect range (not 0-1), or perhaps the area is too zoomed in – but it’s too late to start bug-hunting now so this will have to do for now.

Next up: colors and bitmaps!

Sep 10 2015

Playing with shaders - Part 2

Spent several hours rewriting my setup code to play with shaders. This is a tutorial that explains it very nice and cleanly:

I also found a library for loading png files from disc, that don’t require you to invoke make-scripts and all that madness. Just add one .h and one .cpp-file to your project and you’re done! The name is LodePNG. However, did not come far enough to read textures into my shader.

However I managed to get uniforms working, so I could pass the current time to my shader and animate it. I guess that’s something. That’s all for tonight.