I put a hex on [terrain generation]: code review part 2
I put a hex on [terrain generation]: code review part 2 #indiedev #gamedev
Welcome to part two of our code review – in which we start to tackle the substantive problems of implementing hex-based combat. We’ll do this in two steps: firstly, we’ll take stock of what currently exists by examining how the code-base currently generates terrain and going over how it’s stored in the database. Secondly, we’ll begin implementation – by developing a new database architecture.
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