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munificent
hauberk
Dart2017–2022
munificent / hauberk

hauberk

A web-based roguelike written in Dart.

5Distinct people
11Mentions
0Explicit recommenders
2.2KGitHub stars
REPOSITORY AT A GLANCE

What to know before exploring

What it is

A web-based roguelike written in Dart.

GitHub

Where it is used

No documented product use has been verified yet.

What people are saying

No recommendation phrase was found in the indexed comments.

No classified warning is attached to this page. Read the discussions before treating silence as approval.

Also in these discussions

No other repository is repeatedly linked in the same discussions.

This week on Hacker News

Nov 7–Nov 14 UTC · Direct repository links and separately labeled related project stories. Indexed through 11/14/2026, 3:56:07 PM UTC.

No direct repository links were found in the indexed HN discussions over the past seven days. Older discussions are available below.

Mentions over time

HN mentions by year11 dated mentions

Observed mentions: 2017-05-19 00:02:51 UTC to 2022-09-15 17:32:18 UTC.

02462017-01-01 00:00:00 UTC to 2018-01-01 00:00:00 UTC (exclusive): 1 mentions; 1 submissions, 0 comments20172018-01-01 00:00:00 UTC to 2019-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2019-01-01 00:00:00 UTC to 2020-01-01 00:00:00 UTC (exclusive): 2 mentions; 1 submissions, 1 comments20192020-01-01 00:00:00 UTC to 2021-01-01 00:00:00 UTC (exclusive): 2 mentions; 1 submissions, 1 comments2021-01-01 00:00:00 UTC to 2022-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2022-01-01 00:00:00 UTC to 2023-01-01 00:00:00 UTC (exclusive): 6 mentions; 2 submissions, 4 comments2022

Counts come from the repository’s dated source evidence. Index cutoff: 2026-11-02 08:16:59 UTC.

View mention counts and date ranges
UTC ranges include their start and exclude their end. Select a period to filter the source evidence.
PeriodStart (UTC)End (exclusive, UTC)MentionsSubmissionsComments
20172017-01-01 00:00:00 UTC2018-01-01 00:00:00 UTC110
20182018-01-01 00:00:00 UTC2019-01-01 00:00:00 UTC000
20192019-01-01 00:00:00 UTC2020-01-01 00:00:00 UTC211
20202020-01-01 00:00:00 UTC2021-01-01 00:00:00 UTC211
20212021-01-01 00:00:00 UTC2022-01-01 00:00:00 UTC000
20222022-01-01 00:00:00 UTC2023-01-01 00:00:00 UTC624

What Hacker News says

11 sources
I've run into this exact issue in my roguelike [1]. I don't think I have a fully baked solution yet, but the direction I'm going [2] is a combination of the Observer pattern and caching. For derived stats, it's not enough to just always recalculate its value from scratch every time you access it. At least in my game, I also want to tell the user when the value of a derived stat changes. If you equip a piece of armor that raises your strength, I want the game to tell you "You feel stronger!". So each derived stat stores its current value and then has a refresh() function to recalculate itself. The stat is refreshed at the end of each turn. It recalculates the value and then compares its previously cached one. If the value changed, it logs the result and then updates the cache. [1]: https://github.com/munificent/hauberk [2]: https://github.
Read the rest
In Game Programming Patterns (2014)
> If I read right, the author is just implementing an older algorithm but switching the order of two steps for efficiency reasons. That's right. > No it never generates crossroads. It can, but they're rare. It would be an easy tweak to make them more common. > Despite saying the maze can be imperfect, I think they are wrong. It always generates imperfect mazes. The code that does that is: https://github.com/munificent/hauberk/blob/db360d9efa714efb6... Basically, it removes all connections between regions that are already connected. Except there's a finite chance it will keep the connection even when the two regions are already connected. In other words, it adds known cycles. > Anyway, it's kind of boring as maze generators go. Yeah, it does produce sort of same-y results. I'm not currently using it because of that. But I also intend to re
Read the rest
introduce it back as one of the multiple algorithms my game uses since it can now mix algorithms together. If every dungeon used this style, I think it gets boring. But when you only occasionally run into a part of the dungeon like this, I think the very same predictability gives it a nice distinct flavor.
In Rooms and Mazes: A Procedural Dungeon Generator (2014)

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