@grumpygamer@mastodon.gamedev.place
Post #2383279
2026-05-09 23:26 UTC
I gave up on using physics to define the dungeon, I spent a day screwing with it (math is stupid) so I decided for my use-case, a simple height map works better. I don't have rooms under rooms so this was much easier.
#raylib
Replies (4)
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@lardratboy@corteximplant.com 2026-05-10 04:06
@grumpygamer@mastodon.gamedev.place !@#$ math - I hate it that my math teacher in 8th grade was right, I would eventually regret not listening to him..
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@sdjmchattie@hachyderm.io 2026-05-10 07:06
@grumpygamer@mastodon.gamedev.place how very Doom-esque
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@Ertain@mast.linuxgamecast.com 2026-05-10 07:28
@grumpygamer@mastodon.gamedev.place Good idea with a height map. At one point, I tried using bounding boxes to figure out whether things were colliding. But I couldn't get the exact bounding box for each generated room, and so couldn't really check to see what was colliding.
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@carnefrisca@mastodon.gamedev.place 2026-05-11 09:23
@grumpygamer@mastodon.gamedev.place But no, maths is so stimulating. You just need to find the right mathematical application