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cavecube's Introduction

Hi ๐Ÿ‘‹


Languages:

I know (ordered by level, low to high): C, C++, Python, Shell Script, Batch Script, BASIC, HTML, CSS, JavaScript, and Scratch
Top 3 favorites: C, Shell Script, and BASIC
Top 3 least-favorites: C++, Batch Script, and CSS

What I'm Currently Working On:

PlatinumSrc and Wizardry

Contact Me:

Email: [email protected]


Most Used Languages

cavecube's People

Contributors

cxong avatar omnit3a avatar pqcraft avatar

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cavecube's Issues

List of short term goals

Hi, I was planning on helping with this project, and I'm wondering what the short term goals of the project are? Like, what is currently being working on or planned? Also, do you have discord?

Collision detection algorithm needs replacing

The goal of the collision detection algorithm (pcollide in src/game/game.c) is to keep the player coordinates 0.25 blocks away from blocks. It did so but only for blocks directly on the sides of the player so the "hitbox" looked like this:

   ########
    ------
###|      |###
###|      |###
    ------
   ########

It should look like this:

##############
    ------
###|      |###
###|      |###
    ------
##############

And I managed to do something close to it but not quite. It is inefficient noticeably broken as it can't seem to identify which side a collision came from when it's on a corner. Any PRs fixing it and making it actually like the second box shown above will be much appreciated.

Texture rework

I would suggest remaking the textures like the stone texture to look less smooth, to better match the grass texture

Change CCScript file extension

I had to check like, 5 times that it didn't use .css.
Maybe something like .cave.
I am aware that the apple ][ or ][e use the .cave file extension.

The renderer is garbage at the moment

If anyone is based enough to write a more efficient renderer, feel free to fork and open a pull request when you're done. I'm malding trying to make an efficient renderer so I plan on continuing development of the rest of the game in the meantime and just pretending like the renderer isn't an abomination. I'll probably also work at this a bit here and there.

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