From 079a0a2e3d03f238869625269bdbf36b239f90da Mon Sep 17 00:00:00 2001 From: Case Duckworth Date: Mon, 29 May 2023 23:02:06 -0500 Subject: Add development log --- README.md | 18 ++++++++++++++++++ 1 file changed, 18 insertions(+) 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. ## License Uh.. GPL I guess. See COPYING for details. + +## Development log + +### 2023-05-29 + +- 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. +- Implementing collision detection was slightly easier than I thought it might + be. +- 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. +- 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! + +### .. before + +I started out by writing [yolk][], which has a bunch of procedures returning strings for terminal escapes. NIH and all :) + +Originally 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. + +I was walking around when I realized I'd need to redo things. -- cgit 1.4.1-21-gabe81