Initial public commit.

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The Dust Council 2026-06-12 12:07:06 -07:00
parent 5defe65535
commit ad48ebabe5
3 changed files with 524 additions and 32 deletions

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