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Game to simulate riding a bike around a city in a universe where the speed of light is approachable by everyday objects.

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JordanKoeller/RelativitySimulator

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Relativistic game engine.

This is a game engine that has special shaders for simulating relativistic motion. It's also an opportunity for me to learn about OpenGL and Rust.

A lot of the "starter code" comes from bwasty's repo about converting Joey DeVries OpenGL tutorials to Rust. https://github.com/bwasty/learn-opengl-rs

TODO LIST:

  • Collisions
  • Add Input widgets for menus and debugging
  • Blinn Phong Lighting
  • Shadows
  • Better Tessellation control
  • Scene selection/swapping in a menu.
  • A city model scene

Goal:

I need to have a concrete goal for where I'm going so that I can accomplish something

So what am I trying to do?

I want to make a procedurally generated 9-block city

The first iteration will be:

Requirements:

Buildings are textured rectangles: One rectangle on top of another. Each rectangle is uniquely textured. Parameters: 1. height 2. blocks ratio 3. A button to re-choose textures

There are two different "street" models. A straightaway piece (rectangle with middle street line) An intersection piece (A square with crosswalk walls) Parameters: 1. width 2. length

"City" generation: The street and building pieces will be laid out in a grid. They will snap together like lego bricks The building will be a NxN piece and street pieces are 1x1. So you can use streets to border a building. A "City" is initialized with a 2D array of numbers, where a "#" is a building and a "@" is a street. If there are multiple adjacent building pieces, they get merged into one actual building model Ex: @@@@@@@@@ ##@#@###@ ##@@@###@ @@@#@###@ @#@#@@@@@ @@@@@##@# @#@#@##@@ @@@@@@@@# @######@#

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Game to simulate riding a bike around a city in a universe where the speed of light is approachable by everyday objects.

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