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Components

Open nsmryan opened this issue 3 years ago • 1 comments

Game- configuration, gamedata, settings, rng, log, values, and input state

Procgen: WFC - from template file ProcGen commands - trivial names and numbers Maps are made from a MapLoadConfig (enum or with string)

InputActions: mostly trivial, interact has an option

Messages: Trivial, serializable/deserializable to simple strings

Libraries: roguelike_core: oorandom for randomness indexmap for entity system pathfinding for astar euclid for simple math symmetric-shadowcasting for base of FOV system serde for serialize/deserialize log/simple-logging/logging_timer for logging symbol - is this even used? I think its a string intern system

roguelike_engine: wfc_image - WFC generation from image, requires image as well

roguelike_main sdl2 in main gumdrop for simple cli bmp for screenshot

Notes: wfc, wfc_image, and image could be removed if there was a simpler WFC implementation is there any need for rexpaint any more? symbol interning is not really used. Possibly move render into engine, or split sdl into separate crate (possibly as a client to the roguelike_main). Any separate crates? DrawCmd crate that takes lines of drawcmd inputs? then test with TCL or something? Split utils into roguelike_utils. This should be small and not include ai, map, or other game logic. Use this in draw cmd crate for faster build times.

Components: SDL2 Events in main from keys InputActions in engine Messages into game, and out as a result DrawCmds can also be a result

nsmryan avatar Oct 21 '21 03:10 nsmryan