signed distance field tilemap
controls:
WASD - movement
Shift - speed 3x
Tab - examine "chassis" with its "modules"
K - debug mode
Space - build mode
- E - increase brush size
- LMB - break
- RMB - build
otherwise - shoot mode
- LMB - shoot projectile each tick (accurate)
- RMB - shoot multiple projectiles with cooldown (inaccurate)
about tech:
C++, SDL2, OpenGL (version 3.0 - WebGL 2.0 compatible), EnTT, Emscripten -> WASM
i was planning to make a whole game, but i realized that GPUs dont like many shader switch cases. so it would need a refactor eventually. and making a shader for each tile type is complicated. i will try to use textures instead. i also might get into Lua again to make content creation easier. so essentially trying to improve content creation speed. i also realized that using textures for quad information (such as position, size and rotation with space for universal data) works. but its not the best way, i should use buffers instead. this will be pretty major refactor, thats why i decided to publish this project, as the next version might take a long time to complete. the whole point of this project was to test out tilemap drawing with SDF. and to take a break from my main multiplayer client-server project. but i might start refactoring that one first and then make a separate project for this.
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