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5 dépôts

Awesome GitHub RepositoriesGrid-Based Coordinate Systems

Coordinate systems for organizing tile placement in 2D environments using orthogonal, isometric, or hexagonal grids.

Distinct from Infinite Grid Coordinates: Candidates focus on infinite grids or UI mapping, not the fundamental grid types for level design.

Explore 5 awesome GitHub repositories matching game development · Grid-Based Coordinate Systems. Refine with filters or upvote what's useful.

Awesome Grid-Based Coordinate Systems GitHub Repositories

Trouvez les meilleurs dépôts grâce à l'IA.Nous recherchons les dépôts les plus pertinents grâce à l'IA.
  • mapeditor/tiledAvatar de mapeditor

    mapeditor/tiled

    12,669Voir sur GitHub↗

    Tiled is a multifunctional visual workspace for designing tile-based game levels, managing assets, and exporting structured world data. It functions as a 2D tile map editor and game level design tool used to create orthogonal, isometric, and hexagonal game environments. The software features a scriptable interface and plugin system for automating map creation tasks. It includes a dedicated tile set manager for importing and editing image-based collections of reusable tiles and animations, as well as a system for saving map layouts and custom properties into JSON or CSV formats. The platform

    Implements a flexible grid system supporting orthogonal, isometric, hexagonal, and oblique orientations for map organization.

    C++
    Voir sur GitHub↗12,669
  • watabou/pixel-dungeonAvatar de watabou

    watabou/pixel-dungeon

    3,900Voir sur GitHub↗

    Pixel Dungeon est un jeu roguelike basé sur navigateur et un RPG au tour par tour axé sur l'exploration de donjons générés procéduralement. Il utilise une esthétique pixel-art rétro pour offrir une expérience de dungeon-crawling directement dans un navigateur web. Le jeu se concentre sur la génération procédurale de donjons, créant des labyrinthes uniques pour chaque partie. Le gameplay est piloté par des combats et des déplacements au tour par tour sur une grille, où le joueur et les ennemis interagissent par étapes discrètes.

    Utilizes a two-dimensional grid coordinate system to manage player movement and collision detection.

    Java
    Voir sur GitHub↗3,900
  • marblexu/pythonplantsvszombiesAvatar de marblexu

    marblexu/PythonPlantsVsZombies

    3,732Voir sur GitHub↗

    This project is a single-player tower defense game and 2D grid-based strategy application built with Python and the Pygame library. It focuses on resource management and tactical unit placement to prevent waves of enemies from reaching a goal. The gameplay centers on constructing defensive lines using units with specialized combat abilities. Players manage a limited currency by collecting energy resources via a pointer interface and select specific equipment sets to configure their available units before starting a level. The system supports level-based progression by loading environmental c

    Employs a fixed two-dimensional grid to manage the positioning of defensive units and enemy movement.

    Python
    Voir sur GitHub↗3,732
  • mesa/mesaAvatar de mesa

    mesa/mesa

    3,698Voir sur GitHub↗

    Mesa is a Python framework for agent-based modeling and complex systems simulation. It provides a toolkit for creating simulations where autonomous agents interact within a shared environment to observe emergent global behaviors. The project includes a browser-based interface for real-time visualization of simulation states and agent interactions. It also functions as a data analysis library for recording and processing metrics from model runs to quantify system behavior. The framework supports multiple environmental topologies, including grid-based spatial mapping and network-graph topologi

    Provides grid-based spatial mapping to track agent positions and manage proximity-based interactions.

    Pythonagent-based-modelingagent-based-simulationcomplex-systems
    Voir sur GitHub↗3,698
  • gdquest-demos/godot-4-procedural-generationAvatar de gdquest-demos

    gdquest-demos/godot-4-procedural-generation

    1,863Voir sur GitHub↗

    This project is a procedural content generation toolkit designed for the Godot engine. It provides a collection of algorithmic techniques and modular tools for dynamically spawning game assets, map layouts, and emergent systems in both 2D and 3D environments. The framework distinguishes itself by offering specialized systems for both large-scale world construction and granular asset assembly. It supports the creation of expansive terrains and infinite worlds through noise-based distribution and shader-rendered biomes, while simultaneously providing modular systems to generate unique combat eq

    Organizes pre-designed level segments into a coordinate system to construct complex environments through randomized placement algorithms.

    GDScriptgdscriptgodot-enginegodot-procedural
    Voir sur GitHub↗1,863
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Explorer les sous-tags

  • Chunk Assembly SystemsOrganizes pre-designed level segments into a coordinate system to construct complex environments through randomized placement algorithms. **Distinct from Grid-Based Coordinate Systems:** Distinct from coordinate systems: focuses on the assembly of level chunks rather than the underlying grid math.
  • Spatial Interaction GridsCoordinate systems used to manage movement and proximity-based interactions between agents in a defined area. **Distinct from Grid-Based Coordinate Systems:** Focuses on agent interaction and proximity logic rather than just tile placement or GPU rendering.