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Cavearium

2d game with procedural generation based on opensimplex noise. Written on typescript with render on pixi.js and physics on planck.js(box2d js port). It meant to be a pet project for learning Typescript & some gamedev patterns.

Development state: [early-early-early demo]

Procedural generation

Game uses a combination of warley and opensimplex noises. Opensimplex noise is mapped to warley cells.

Engine

Game uses my own custom engine with implementation of ECS pattern. Each entity is a combination of separate components and can be defined dynamically. well, it's damn js, everything can be defined dynamically but it's different

World structure

World is separated to chunks. Currently chunk is 64 by 64 tiles. When chunk goes into view it's entities being added to physics simulation(actually their Body components).

Some of my optimization tricks

Every block actually doesn't have it's own static body in the physics simulation. Instead I'm using optimization technic by composing tilemap matrix into the fewest number of rectangles and then adding them as a static bodies to Box2D world. I have a separate repo for testing it. Maybe it isn't the best idea how to put this kind of game into browser but it was the best I came up with at that time.

How to run it

npm install
npm run dev

then open http://localhost:8080