Technicals
2D Demo
SDL3 game (no game engine used)
- Ultra Lightweight
- C++20
- SDL3
- tmxlite
- nlohmann
- plf
- Built with memory-safety and modern C++ conventions in mind
- plf
- plf::colony is a high-performance container optimized for frequent insertion and erasure without iterator invalidation
- manages memory in grouped blocks to minimize fragmentation and supports efficient "pruning" of inactive or removed elements without costly reallocations
- NPC Tasks
- NPCs pull from one task-list
- If multiple gardens are clearly separated, NPCs will each work a different garden
- Particles
- various particles deploy on player/plant-actions
- bees are simply particles
- particles intelligently diminish in quantity when large amounts of tiles are deploying particles at the same time
- Rendering
- Only data that is on-screen and adjacent to on-screen tiles is processed for render
- Render is dynamically snapped so that walking is smooth across multiple zooms
3D prototypes
No more AI art! Your voices have been heard. There will be no more AI art, and due to the lack of funds/art — I will be falling back on math/code to generate the 3D world.
- Investigating/testing game engines
- browser-based versions of Garden Sim 3D
- procedural land generation
- procedural oceans and waves
- Garden Sim 3D will have fishing, shrimping, and cross-ocean travel to other lands