#also need to figure out multithreading when applicable and other optimisations. it runs fast right now...
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did this earlier today. finally have working collision detection + overspeed protection (through bresenham analysis.) need to still make a ton of changes to organise this but I think I have something that's completely broken again... (as usual for me.) the more I do with c++ the more I realise it's better to just write C with more modern features... btw the sticking I'm showing here is easy to fix I just want to get everything else working first!
(this is a very early game showcase btw if it's not clear, written in allegro5 under c++. after I get collision actually working the rest of the coding is relatively simple... mainly just i/o stuff and some other basic stuff. gonna try and get all the basic game stuff and test sprites in at most a weeks time, then I'll maybe take another week or two to develop the tools to build stuff for the game. then it's just design and stuff for a couple years lol with relatively minimal coding.)
#also need to figure out multithreading when applicable and other optimisations. it runs fast right now...#but will it always run fast?#it probably will but idk who's gonna play this they may be on the worst computer ever idk#using hollow knight as a benchmark for if my game runs well... need to have a really low bar for good performance lol
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