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README.md
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README.md
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@ -61,11 +61,14 @@ Example:
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| keys | does |
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|------|------|
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| `W` / `S` | throttle: accelerate / decelerate forward speed (holds when released; `S` past zero goes into reverse) |
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| `X` | full stop (zero the camera's velocity) |
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| `A` / `D` | strafe left / right |
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| `Page Up` / `Page Down` | raise / lower camera altitude |
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| `←` / `→` | pan view left / right |
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| `↑` / `↓` | pan view up / down |
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| `[` / `]` | decrease / increase rendering distance |
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| `G` | toggle the floor-altitude indicator |
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| `Space` | drop a bomb |
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Velocity is held in world space, so panning the view with the arrow keys
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only changes where you look — it does not change the direction you are
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@ -97,13 +100,43 @@ on-screen heads-up display (drawn in the same vector style) lists every
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setting next to the key(s) that change it. The HUD fades out after 10
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seconds with no keypresses and snaps back as soon as you press a key.
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All settings (and the rendering distance) are saved to `~/.vectordesert.cfg`
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on exit and reloaded at startup, so the program resumes with the values from
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your last session. Command-line options still override the saved values for
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that run.
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## Bombs
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Press `Space` to drop a bomb. It falls from the sky onto a random spot in
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your field of view, between half the rendering distance and the full
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rendering distance away. When it strikes the ground it detonates into an
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animated, all-vector mushroom cloud twenty times the height of the tallest
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mountains, in an extremely bright random hue (additively blended so it
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glows):
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- an initial blinding fireball,
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- a rising stem with climbing vortex rings,
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- a billowing cap that stays joined to the stem — a rolling vortex torus
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whose outer edge curls up and over — and keeps animating as the whole
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cloud fades away.
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The blast **obliterates every mountain and cactus within the cloud's total
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radius** and **gouges a deep crater** — a steep-walled bowl with a raised
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rim thrown up above the surrounding surface — at the impact point. Every
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bomb leaves its own permanent crater, and craters never erase one another:
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repeated blasts in the same place **accumulate**, deepening and reshaping
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the crater. Drop as many as you like; the clouds animate and dissipate
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independently.
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## Notes
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- **Arms scale with size:** the number of arms is derived from a cactus's
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normalized size, so the smallest cacti always have the fewest arms (down
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to a bare trunk) and the largest always reach `max-arms`.
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- The world is generated procedurally from a hash-based value-noise height
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field, so it is effectively infinite — the camera flies forever.
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field, so it is effectively infinite — the camera flies forever. As well
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as mountain ranges rising above the plain, the terrain carves valleys and
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basins below it (and bomb craters), so it has real depth, not just relief.
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- Distance fog fades distant geometry into the dusk sky for depth.
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## Performance
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