DUNGEON CRAWLER v0.3.3 - Efficiency update! - almost all walls/floors have gone from being cubes to flat planes, reducing the static map tri count from like ~23-24k to 6100 - raycasting for minimap is now done progressively instead of all at once. it doesn't look as pretty and takes longer to cover the map, but it's much more efficient (thanks for the idea fennifith) - probably the most tedious update yet :) but it's worth in the long run - the minimap is draggable now? :O v0.3.2 - game no longer breaks when getting outside of the map - raycasting for minimap visibility added - can now make maps from images v0.3.1 - minimap added - can no longer go through walls :) - turned map tiles into objects to potentially store more data - I played around with converting the rendered image to THREE.js' AsciiEffect, but decided that making a game in that style would take a lot of time to plan out in its own rights v0.3.0 - now using THREE.js! The HTML canvas was limiting in its own ways, I should have done this from the beginning but I wanted the cool [a e s t h e t i c s] of text - basic map generation using colored cubes v0.2 - now using HTML canvas! - made basic movement with canvas re-rendering, wasn't a fan of how difficult text was to generate and handle v0.1.1 - fixed to hopefully not error and freeze when attempting to check cells outside of array limits v0.1 - initial project using text - got basic, closest walls working