The Caves of Clojure: Part 3.2
Read OriginalThis article is part 3.2 of 'The Caves of Clojure' series, focusing on improving procedurally generated cave maps for a roguelike game. The author implements a cellular automata-based world-smoothing algorithm in Clojure, moving from noisy random generation to more aesthetically pleasing caves. It covers debugging helpers, the `smooth-world` and `get-smoothed-tiles` functions, and discusses index-based vs. sequence-based approaches in Clojure development.
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