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author | nathan <nathansmith@disroot.org> | 2025-07-06 14:04:31 +0000 |
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committer | nathan <nathansmith@disroot.org> | 2025-07-06 14:04:31 +0000 |
commit | b00544e8f0e77c149d44dca3ab81d97a07fcea3f (patch) | |
tree | 30962f1d0624650f3edc93aef04163db936a51fc | |
parent | 601961a245a48112029341437912fe13b54dac0b (diff) | |
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Did a thing
-rw-r--r-- | concepts.org | 2 |
1 files changed, 2 insertions, 0 deletions
diff --git a/concepts.org b/concepts.org index 0d445dc..071c1ed 100644 --- a/concepts.org +++ b/concepts.org @@ -79,6 +79,8 @@ said you will have your neck snapped no matter what you do. + Nearly everything will be a intractable object. + Very lite and careful use of memory allocation. Use the stack a lot more. + Procedural generation. ++ Use bounding volume hierarchy for entities (the game is quite static). ++ Mesh instancing as much as possible. ** Intractable objects All objects will have a simple object id. When you interact with it the |