aboutsummaryrefslogtreecommitdiffstats
path: root/concepts.org
diff options
context:
space:
mode:
Diffstat (limited to 'concepts.org')
-rw-r--r--concepts.org8
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.
+