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An experiment into programming in SDL, OpenGL and making a 2D mining RPG.
We are going to use the Boost::Property_Tree lib to deal with configuration files.
We need to decide if this ~15MB worth of space is worth putting into the Repo. This would more then quadruple the current size of the code!!!
We have two options.
We need to clean up this directory.
We need a map file format to use to store the map files in.
Decide where to play it, and create a world generator class.
Entities should store the openGL texture that is associated with them.
Copies should NOT store extra copies of the image!
Maybe we need a texture class to keep track of which files have been loaded into memory? That or each creature will need a global pointer to a texture.
We need a windows MAKEFILE for this project.
We have some test code to get the camera working, but we really need it to get this working with openGL. The camera should remain in place while the scene is drawn under it.
The makefile is bloated, huge, and ugly. We need a file that is much easier to maintain and work with.
To this end we are requesting the following features
CTexture is currently located in the entities directory. We may use this object to store textures for the map tiles as well. If so, this is more suited for the systems directory.
The current PRNG in the Noise class has a fixed seed. We need to be able to give arbitrary seeds.
We need a system of Maps, Chunks and Tiles. All three classes need to be created, defined, and tested.
At the moment, ZERO consideration should be made for performance. Once we have the system working, we can tune it.
We need a basic layout for items.
Get a testing case working for the World Gen class in issue #9
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