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Multiplayer top-down shooter made from scratch in C++. Comes with an in-game Editor!

Home Page: https://hypersomnia.xyz/

License: GNU Affero General Public License v3.0

C++ 77.87% C 1.97% Lua 18.34% GLSL 0.22% HTML 0.09% CMake 1.30% Shell 0.14% PowerShell 0.03% Python 0.01% Dockerfile 0.02% Io 0.02%
2d-game 2d-shooter c-plus-plus cpp free-software game game-development gamedev indie-game multiplayer multiplayer-game pixel-art pixelart pixelart-game shooter shooter-game top-down-game top-down-shooter top-down-shooter-game topdown-shooter

hypersomnia's People

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hypersomnia's Issues

create high-level input interface

redesign entity systems to add directly from type info

remove virtuals that take type_pack as argument - it's inflexible and we can not even properly construct the components

also add an opportunity to construct components on adding - maybe placement new would solve the issue of construction/destruction

consider adding a virtual destructor to base component class - if its POD, compiler should optimize out vftables

introduce interpolation in delta accumulator

should introduce interpolation if we're going to do networking and heavier physics

resources:
http://gamesfromwithin.com/casey-and-the-clearly-deterministic-contraptions

do future step instead of interpolating with previous state: (thought: could be additional component type "futurephysicsstate" or arrays of two elements and a function touching only one at a time)

take information on how to implement double states here:
http://gamesfromwithin.com/casey-and-the-clearly-deterministic-contraptions

create entity-specific callbacks

either through callback_component with registering enums or std::function or scripting

will come in handy with stupid interactions like rotating an entity to face crosshair

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