is presently its sole maintainer,
You can support him:
We are trying to figure out how to finish off our world construction
Think about how to handle the ground
Look at how we're currently specifying the ground
Blackboard: Our system for defining the ground
Blackboard: A potential plan and guiding principals of engine architecture design
Blackboard: How to store the splat list
Blackboard: Figuring out the shape of the ground
Blackboard: Considering multiple Z-levels / depth
Blackboard: Empty space things will carve out regions like that
Blackboard: What are the splats for the region?
Try to make the ground plane scroll infinitely in all directions
Enlarge GroundBuffer, introducing MaximumZScale and GroundOverscan variables
Partition the GroundBuffer so that we can scroll it around
Blackboard: How the GroundBuffer is currently positioned
Locate GroundBufferP relative to CameraP
Plan to snap the GroundBuffer towards the camera's direction whenever it runs out of pixel coverage
Turn off the trees
Turn off Z doors
Turn on the trees
Make the ground constantly generate itself
Blackboard: Tiling considerations
Turn DrawTestGround into DrawGroundChunk
View the results in-game
Q: Why don't we fill the entire game window instead of having all that black space?
Q: Are some of these issues with dealing with display on multiple levels stemming from the lack of a Z-coordinate for the camera to just do a lerp on?
Q: If no one's asking related questions, could you ballpark a time-frame when adding a font and text rendering system will become useful or necessary?
On learning C++
Q: You mentioned offloading ground drawing to a separate thread to prevent hitches. Is it possible to offload the drawing work over multiple frames, and would there be any benefits over either method?
Q: How much of a memory footprint is your game using already? Certainly it won't be large, but I'm more meaning how many different containers are there?
Q: Procedural generation of 2D graphics: is there some mainstream math for that?
Q: What is your programming experience as before Handmade Hero?
Q: How many different classes are you having to use already?
Q: Is there a simple way to explain pointers and references in C++?