Recently I started on making the engine support larger than 64×64 sized maps.

This should be trivial, but it isn’t. This is (partly) because most things are cell based, meaning the dimensions of the map are taken into account at a lot of places in the code (while it should be concentrated in one place really). And why is that? well. blame me of 20+ years younger I guess 🙂

To ease the pain of making this logic centralized I decided to refactor bullets so that they don’t rely on cells anymore (and thus no more on map dimensions really).

As a bonus this made it easier to have bullets land at a random position at a structure, which eliminates the fixation on the upper-left corner of a structure which you have in 0.5.0. (see also this ticket). This makes the game yet a bit more polished. (while at the same time working on a more fundamental issue – yes less exciting..)

How it looks like right now:

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2 Responses

  1. Hi Stefan,

    it’s really a great project. I am visiting your website for years now. Glad to see your working on D2 again. When do you plan to release v0.6? I am really appreciating your work!

    Thank You 🙂

    • You can take a look at this project board to get a feel how much I still have to do to finish 0.6.0. I can’t give a date, simply because I don’t know and don’t want to make promised I can’t keep. Regardless I try to work weekly on the project, so it has at least some progress over time. Thanks for the kind words and your support!

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