John McCardle john
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  • Joined on 2020-09-17
john commented on issue john/McRogueFace#16 2025-12-01 19:50:13 +00:00
Entity knowledge contents: make map data available directly through GridPointState

Refined Design - Entity Knowledge / Visible Entities

New Entity Method

entity.visible_entities(fov=None)  # Returns iterable, not list
  • fov=None uses grid.fov (the…
john commented on issue john/McRogueFace#113 2025-12-01 19:50:12 +00:00
Batch Operations for Grid

Refined Design - Batch Operations for Grid Layers

Core Problem Solved

The anti-pattern of O(n) Python/C++ boundary crossings:

# BAD: 30,000 calls for 100x100 grid
for y in
john commented on issue john/McRogueFace#114 2025-12-01 19:50:11 +00:00
CellView API

Refined Design - CellView API Integration

After design discussion, #114 is being expanded to encompass the Perspective System for layer-based FOV rendering.

New Scope

**Phase 1: FOV…

john opened issue john/McRogueFace#156 2025-12-01 16:00:34 +00:00
Turn-based LLM Agent Orchestration
john opened issue john/McRogueFace#155 2025-12-01 16:00:33 +00:00
Deterministic Text Descriptions From Room Graph
john opened issue john/McRogueFace#154 2025-12-01 15:59:23 +00:00
Grounded Multi-Agent Testbed: LLM Agents in Discrete Simulated Environments
john commented on issue john/McRogueFace#153 2025-11-29 21:47:41 +00:00
Separate render loop from game state loop

Event Handler Complexity Event handlers run on the main thread and block rendering

From john/McRogueFace/wiki/Input-and-Events.-

Providing consistent state is the challenge, but…

john commented on issue john/McRogueFace#113 2025-11-29 20:12:10 +00:00
Batch Operations for Grid

perspective_enabled and set_perspective() may still exist but the FOV overlay isn't automatic anymore.

Proper exposure for FOV and pathfinding without requiring Python to receive huge…

john opened issue john/McRogueFace#153 2025-11-29 18:08:02 +00:00
Separate render loop from game state loop
john opened issue john/McRogueFace#152 2025-11-29 15:00:49 +00:00
Sparse Grid Layers
john opened issue john/McRogueFace#151 2025-11-29 13:08:26 +00:00
remove setScene, keyPressScene, currentScene in favor of mcrfpy.scene
john pushed to master at john/McRogueFace 2025-11-29 04:28:21 +00:00
0545dd4861 Tests for cached rendering performance
42fcd3417e refactor: Remove layer-related GridPoint properties, fix layer z-index
a258613faa feat: Migrate Grid to user-driven layer rendering (closes #150)
9469c04b01 feat: Implement chunk-based Grid rendering for large grids (closes #123)
abb3316ac1 feat: Add dirty flag and RenderTexture caching for Grid layers (closes #148)
Compare 7 commits »
john closed issue john/McRogueFace#150 2025-11-29 04:28:21 +00:00
Remove original layers and migrate Grids to entirely user-driven layer objects
john closed issue john/McRogueFace#123 2025-11-29 04:28:21 +00:00
Grid Subgrid System
john closed issue john/McRogueFace#148 2025-11-29 04:28:20 +00:00
Grid Layer Dirty Flags and RenderTexture Caching
john closed issue john/McRogueFace#146 2025-11-29 04:28:20 +00:00
Fix compute_fov() O(n²) performance bug - return None instead of cell list
john closed issue john/McRogueFace#147 2025-11-29 04:28:20 +00:00
Dynamic Layer System for Grid
john pushed to at john/McRogueFace 2025-11-29 04:21:39 +00:00
42fcd3417e refactor: Remove layer-related GridPoint properties, fix layer z-index
john pushed to at john/McRogueFace 2025-11-29 04:04:09 +00:00
a258613faa feat: Migrate Grid to user-driven layer rendering (closes #150)
john commented on issue john/McRogueFace#150 2025-11-29 03:48:24 +00:00
Remove original layers and migrate Grids to entirely user-driven layer objects

Design Decision Summary

Named Layers as GridPoint Properties

# Explicit layer definition
grid = mcrfpy.Grid(
    grid_size=(100, 100),
    layers={
        "ground": "color",