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7h 3m 50s logged

Hello guys! :eggcited:

What’s new :h:

  • Chunk generation: Totally procedural and infinite, along with a render distance
  • Some visual refactor: Background is now sky blue, and grid is gone for good
  • Mandelbrot Set: Can be controlled with arrow keys to move, R for going slower and Q/E for zooming
  • New camera controls: Now using UpdateCameraPro and some custom bindings: Shift for sprinting, Space to go up and Ctrl to go down. The rest is basically the same.

Struggles :burnitsfine:

  • Figuring out how to do the chunks: Making it enter in my stupid ahh mind the logic behind infinite procedural chunk generation
  • Segmentation faults (when closing program): Figured out that it was because the terrain.cpp code was trying to call the Chunk destructor after the window was already closed. Solved it by emptying the std::vector responsible for the chunks before the program was closed instead of letting it to the C++ runtime.
  • Keybinds: The reason I changed the camera controlling scheme was to free the Q, E and arrow keys.
  • FPS, as usual (probably just accepted it rn, maybe it’s just a hardware issue)

TODO :incognito-gumball:

idk (accepting suggestions) ((maybe more shader related props, or procedural structs, not promising anything though))

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