Excerpt taken from an older project. Initializes an Octree which is later used to form a hierarchy of the scene geometry.
/*////////////////////////////////////////////////////////////////////////////////
             Name: Build_Recursive
 
      Description: Recursively builds an Octree containing the scene geometry. 
                   Called after the root node/geometry has been initialized.
////////////////////////////////////////////////////////////////////////////////*/
void Octree::Build_Recursive(OCT_Node* self, int depth)
{ 
  if (self == NULL) return;
 
  // Exit conditions
  if (self->geometry.size() <= TREE_MIN_GEOMETRY) return;
  if (depth >= TREE_MAX_DEPTH) return;
 
  // Make child nodes
  D3DXVECTOR3 offset;
  float step = self->halfWidth / 2.0f;
 
  for (int i = 0; i < 8; ++i)
  {
    self->pChild[i] = new OCT_Node();
    self->pChild[i]->halfWidth = step;
 
    // make children by splitting the tree cell along 
    // x/y/x axes in positive/negative directions, alternating
    offset.x = ((i & 1) ? step : -step);
    offset.y = ((i & 2) ? step : -step);
    offset.z = ((i & 4) ? step : -step);
    self->pChild[i]->center = self->center + offset;
 
    // try to avoid too many extra vector resizings when
    // inserting node geometry
    self->pChild[i]->geometry.reserve(TREE_MIN_GEOMETRY);
 
    // set node bounding box and draw color, for debugging
    self->pChild[i]->MakeBox();
    self->pChild[i]->color = octree_colors[depth+1];
  }
 
  // Assign triangles to child nodes
  // Simple brute-force 'Triangle-In-Node(AABB)?' test
  for(int i = 0; i < self->geometry.size(); ++i)
  {
    for(int j = 0; j < 8; ++j)
    {
      if ( self->pChild[j]->InNode(self->geometry[i]) )
        self->pChild[j]->geometry.push_back( self->geometry[i] );
    }
  }
  self->geometry.clear();
 
  // Subdivide each new node recursively
  for (int i = 0; i < 8; ++i)
    Build_Recursive(self->pChild[i], depth+1);
}
A portion of the code that handles generating and rendering a Fog of War effect. This is currently being used in the Tower project.
/**
 * A class that handles displaying the fog of war effect.
 * @class Knight.Fog_Display
 */
Knight.Fog_Display = class extends PIXI.Container {
    /**
     * Creates the object. Caller is responsible for attaching it to the current Scene.
     */
    constructor() {
        super();
        this._graphics = new PIXI.Graphics();
        this._tileWidth = $gameMap.tileWidth();
        this._tileHeight = $gameMap.tileHeight();
        this._dirty = true;

        if (Knight.FOW.USE_BLUR) {
            const blurFilter = new PIXI.filters.BlurFilter(
                Knight.FOW.BLUR_STRENGTH, 
                Knight.FOW.BLUR_QUALITY, 
                1,
                5);
            blurFilter.repeatEdgePixels = true;
            this.filters = [blurFilter];
            // Filter area has to be manually assigned
            this.filterArea = Graphics._renderer.screen;
        }
        this.addChild(this._graphics);
    }

    /**
     * Draws a black tile over every map tile that is not visible. Does not draw
     * offscreen tiles, so it should be called whenever the map moves.
     */
    drawMap() {
        this._graphics.clear();
        const fogData = $gameFogOfWar.data();
        const displayX = $gameMap.displayX();
        const displayY = $gameMap.displayY();
        const startX = Math.max(Math.floor(displayX) - 1, 0);
        const startY = Math.max(Math.floor(displayY) - 1, 0);
        const endX = Math.min(Math.ceil(displayX) + 
            Math.ceil($gameMap.screenTileX()) + 1, fogData.width());
        const endY = Math.min(Math.ceil(displayY) +
            Math.ceil($gameMap.screenTileY()) + 1, fogData.height());
        
        this._graphics.beginFill(0x000000, 1);
        for (let j = startY; j < endY; ++j) {
            for (let i = startX; i < endX; ++i) {
                if (!fogData.is_visible(i, j)) this._drawTile(i, j);
            }
        }
        this._graphics.endFill();
        this._dirty = false;
    }

    /**
     * Renders a tile at a given position, using current settings on the
     * internal graphics object. Should be called between .beginFill()
     * and .endFill() calls.
     * 
     * @param {Number} x
     * @param {Number} y
     */
    _drawTile(x, y) {
        const dx = x * this._tileWidth;
        const dy = y * this._tileHeight;
        this._graphics.drawRect(dx, dy, this._tileWidth, this._tileHeight);
    }

    /**
     * Reveals tiles within a character's visibility radius, described by the input grid.
     * @param {BitpackedGrid} grid          Character's visibility grid. Should be square.
     * @param {Number} x                    Character's X position in tile coordinates
     * @param {Number} y                    Character's Y position in tile coordinates
     */
    projectViewer(grid, x, y) {
        const fogData = $gameFogOfWar.data();
        const mapWidth = $gameMap.width();
        const mapHeight = $gameMap.height();
        const gridSize = grid.width();
        const gridHalfSize = 0.5 * (gridSize - 1);
        for (let j = 0; j < gridSize; ++j) {
            for (let i = 0; i < gridSize; ++i) {
                // Only reveal tiles we can newly see, don't hide already discovered tiles
                if (grid.is_visible(i, j)) {
                    const tileX = (x + i - gridHalfSize).clamp(0, mapWidth-1);
                    const tileY = (y + j - gridHalfSize).clamp(0, mapHeight-1);
                    fogData.set_visible(tileX, tileY, true);
                }
            }
        }
        this._dirty = true;
    }

    /**
     * Frame update. Updates coordinates and redraws the map if necessary.
     */
    updateTransform() {
        this._graphics.position.x = -($gameMap.displayX() * $gameMap.tileWidth());
        this._graphics.position.y = -($gameMap.displayY() * $gameMap.tileHeight());
        PIXI.Container.prototype.updateTransform.call(this);
        if (this._dirty) this.drawMap();
    };
};
Excerpt from an older, discontinued Ruby project, showing a basic pathfinding query using Dijkstra's algorithm.
Supporting data structures and helper classes omitted for brevity.
#==============================================================================
# ■  Combat_Pathfinder
#------------------------------------------------------------------------------
#   Implementation of pathfinding using a modified version of Dijkstra's
#   algorithm. Calculates the minimum cost path from a single node to
#   every other node in a grid.
#==============================================================================
 
  # Initialization/Boilerplate code omitted for brevity
 
  #--------------------------------------------------------------------------
  # make_path_map
  #   Makes a "path map" structure, which stores the minimum cost path
  #   from the start node to every other node. This is the main part
  #   of the algorithm.
  #--------------------------------------------------------------------------
  def make_path_map(start_x, start_y)
    # Initialize Priority Queue
    @p_queue = PQueue.new( proc{|a,b| a.min_cost < b.min_cost} )
     
    # Initialize start node
    @nodes[start_x][start_y].min_cost = 0
    @p_queue.push( @nodes[start_x][start_y] )
     
    while !@p_queue.empty?
       
      # Pop node from PQ, set to cur_node
      cur_node = @p_queue.pop
       
      # For each neighbor n of cur_node
      for dir, n in NEIGHBORS
         
        # If n exists, is not done and is a passable map tile
        next if !node_exists?(cur_node.x + n[0], cur_node.y + n[1])
        n_node = @nodes[cur_node.x + n[0]][cur_node.y + n[1]]
        next if n_node.done
         
        # Check tile passability, skip tiles player can't walk on
        next unless $game_player.passable?(cur_node.x, cur_node.y, dir)
         
        # Update n's cost (current node's cost + neighbor's edge cost)
        new_cost = cur_node.min_cost + n[2]
         
        # If new cost is better
        if new_cost < n_node.min_cost
 
          # Replace old cost, update direction
          n_node.min_cost = new_cost
          n_node.came_from = PathNode::DIR_REVERSE[ dir ]
           
          # update priority queue
          if @p_queue.exists?( n_node )
            @p_queue.make_legal # Node is already in there, just re-sort
          else
            @p_queue.push( n_node )
          end
        end
      end
         
      # Set cur_node to done
      cur_node.done = true
    end
  end
A variety of snippets of user-defined Lua code used in a modified version of an existing plugin for certain current MMORPG.
Contains a bunch of utility functions to manage the player's equipment under various conditions.
-------------------------------------------------------------------------------------------------------------------
-- Setup functions for this job.
-------------------------------------------------------------------------------------------------------------------
function job_pretarget(spell, spellMap, eventArgs)
    if spell.action_type == 'Ranged Attack' and (player.equipment.ammo == 'Togakushi Shuriken') then
        cancel_spell()
        add_to_chat(123,'Abort: Don\'t throw your good ammo!')
    elseif spell.name == 'Sange' and (player.equipment.ammo == 'Togakushi Shuriken') then
        cancel_spell()
        add_to_chat(123,'Abort: Don\'t throw your good ammo!')
    end
end


function job_precast(spell, action, spellMap, eventArgs)
    -- Use Echo Drops when silenced
    if spell.action_type == 'Magic' and buffactive['Silence'] then
        cancel_spell()
        send_command('input /item "Echo Drops" ')    
    end
end

-- Run after the general midcast() is done.
-- eventArgs is the same one used in job_midcast, in case information needs to be persisted.
function job_post_midcast(spell, spellMap, eventArgs)
    if spellMap == 'ElementalNinjutsu' then
        
        if spell.english:contains(': San') then
            equip({head="Mochi. Hatsuburi +1"})
        end

        if state.MagicBurstMode.value ~= 'Off' then
            equip(sets.MagicBurst)
        end

        if state.Buff.Futae then
            equip(sets.precast.JA['Futae'])
        end

        if spell.element == world.weather_element or spell.element == world.day_element then
            equip({waist="Hachirin-no-Obi"})
            if state.CastingMode.value == 'Normal' or state.CastingMode.value == 'Fodder' then
                if spell.element == world.day_element then
                    if item_available('Zodiac Ring') then
                        sets.ZodiacRing = {ring2="Zodiac Ring"}
                        equip(sets.ZodiacRing)
                    end
                end
            end
        end
        if spell.element and sets.element[spell.element] then
            equip(sets.element[spell.element])
        end
    end
end

-------------------------------------------------------------------------------------------------------------------
-- Job-specific hooks for non-casting events.
-------------------------------------------------------------------------------------------------------------------
-- Called when a player gains or loses a buff.
-- buff == buff gained or lost
-- gain == true if the buff was gained, false if it was lost.
function job_buff_change(buff, gain)
    update_melee_groups()
    buff_lower = buff:lower()
    if hastetbl:contains(buff_lower) then
        check_haste_level()
        handle_equipping_gear(player.status)
    elseif state.Buff[buff] ~= nil then
        handle_equipping_gear(player.status)
    end
end

function job_status_change(new_status, old_status)
    add_to_chat(122,'job_status_change, ' .. new_status)
    if new_status == 'Idle' then
        select_movement_feet()
    end
end

-------------------------------------------------------------------------------------------------------------------
-- Utility functions specific to this job.
-------------------------------------------------------------------------------------------------------------------
function is_night_time()
    return (world.time >= 17*60) or (world.time < 7*60)
end

function select_movement_feet()
    add_to_chat(122,'select_movement_feet')
    if is_night_time() then
        gear.MovementFeet.name = gear.NightFeet
    else
        gear.MovementFeet.name = gear.DayFeet
    end
end

-- Remaining code omitted for brevity...