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6h 48m 38s logged

  • Cargo project set up, only dependency is crossterm
  • Wrote own xorshift RNG (learn how they work + deterministic seeds -> reproducible dungeons)
  • Added points, rectangles, tile types (wall/floor/corridor/stairs)
  • Map = one flat vector indexed as 2D
  • Rooms and corridors generator: scatter nonoverlapping rooms, join with L-shaped halls
  • Ray-cast FOV: see only nearby and visited tiles stay dimly lit
  • No player yet, but world is generating
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