Stefan Hendriks
Stefan Hendriks
Much like OpenTTD does and as you can see Dune 2 - The Golden Path (see: https://youtu.be/NXmXSdDd95E?t=1m39s)
At some point we might need path finding for units, especially when maps become more complex (they are rather flat and easy right now). A\* is a well known algorithm....
Ie: Defining a sound 'group' would be within the ini file something like: ``` [SOUNDS] [SOUND/BOOM/1] File=Foo.wav [SOUND/BOOM/2] File=Bar.wav ``` Both share the same 'group' by the `/1` and `/2`....
In other words, use panning, pitches, volume control (based on distance to camera)
Acceptance criteria: - [ ] map must be reproducible with a given seed See also: https://en.wikipedia.org/wiki/Perlin_noise https://stackoverflow.com/questions/18279456/any-simplex-noise-tutorials-or-resources
So that 'destructible' no longer requires to take damage. But Attackable does. (extends Destructible)
Kotlin seems very interesting, and it works out of the box from `IntelliJ`, and using https://kotlinlang.org/docs/reference/using-maven.html we can migrate slowly to it and have it next to the Java code!
[RxJava](https://github.com/ReactiveX/RxJava/wiki) could be used so we don't have to re-invent the wheel about reactive stuff. [R-Tree](https://github.com/davidmoten/rtree) could help us with keeping track of our entities based on position of entities...
This is a nice reference to how tiles are used in Dune 2 as well: http://s358455341.websitehome.co.uk/stagecast/wang/2edge.html
It looks like when the upper-left coordinate is not visible, the structure is not rendered. Even though the bottom-right should be visible.