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-rw-r--r--README.md18
1 files changed, 18 insertions, 0 deletions
diff --git a/README.md b/README.md index 152ebd6..7aeaa7a 100644 --- a/README.md +++ b/README.md
@@ -20,3 +20,21 @@ Run `./game.scm` in this directory.
20## License 20## License
21 21
22Uh.. GPL I guess. See COPYING for details. 22Uh.. GPL I guess. See COPYING for details.
23
24## Development log
25
26### 2023-05-29
27
28- I've changed the basic logic from just throwing characters on the screen wherever to a vector-based approach. I thought there was a multiple-dimensional vector egg or something, but I apparently was mistaken. So I'm doing the ol' multiply-by-one-thing-and-add-another approach.
29- Implementing collision detection was slightly easier than I thought it might
30 be.
31- Figuring out the vector bounds math was tricky... lots of "off-by-one" errors. I suppose I've hit both of the main errors of computer science with this game, then.
32- I encapsulated things in their own records (so far, `world`, `thing`, and `me` ... and `world` and `me` are parameterized) to keep stuff together. I think this'll work... I hope!
33
34### .. before
35
36I started out by writing [yolk][], which has a bunch of procedures returning strings for terminal escapes. NIH and all :)
37
38Originally I had a big loop to just draw all the border stuff at once, then the character where I wanted it. The character would erase itself and redraw as it moved, which worked fine ... for one object.
39
40I was walking around when I realized I'd need to redo things.