Optimized the SHIT outta the walls

Earlier today, I reduced the function that takes the dungeon generator’s output and makes it look nice with proper wall outlines and stuff and turned it from a ~190 line if-else monstrosity with five discrete steps into a nice and tidy ~60 lines, where the only ifs are checking for map edges and a quick loop to fix a bug in the lookup table that makes this optimization possible where certain T junctions aren’t.

I’m very pleased with this, I’m sure you can understand.

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