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author | nathan <nathansmith@disroot.org> | 2025-07-06 11:13:16 +0000 |
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committer | nathan <nathansmith@disroot.org> | 2025-07-06 11:13:16 +0000 |
commit | 601961a245a48112029341437912fe13b54dac0b (patch) | |
tree | a3cf0a664b02bbecb3c5e146c1b2eabcec191623 /concepts.org | |
parent | 942924f120d104cf0d6f080497c286d98bd14e11 (diff) | |
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Diffstat (limited to 'concepts.org')
-rw-r--r-- | concepts.org | 8 |
1 files changed, 7 insertions, 1 deletions
diff --git a/concepts.org b/concepts.org index 7a3d0aa..0d445dc 100644 --- a/concepts.org +++ b/concepts.org @@ -78,10 +78,16 @@ said you will have your neck snapped no matter what you do. + No real physics, just dummy physics. + Nearly everything will be a intractable object. + Very lite and careful use of memory allocation. Use the stack a lot more. -+ The world data will be stored in mostly arrays in a header file. ++ Procedural generation. ** Intractable objects All objects will have a simple object id. When you interact with it the procedure for that object will be called. The ids can also be used for mesh instancing. +** Procedural generation +The world will be procedural generated and try to make sure every world it +creates is possible to beat. A little wack is fine as long as its +beatable. Since most of the world will just be a height map a image will be +generated first than rest of the world will be based around it. + |