Linear Space Program
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Побочные эффекты игростроения на хаскеле.

https://icrbow.itch.io/

Чатик: @HaskellGameDev
Дискорд: https://discord.gg/vxpWtBA
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First rule of space leak exploration: no lazy fields in ADTs unless strictly necessary.
Took quite a few lines of code to achieve this level of minimalism.
First usage of the Pause button AKA "Show-off toggle" - to show off new trajectories with landing points and less hardcoded "empirical constants".
Periapsis for non-elliptic trajectory, calculated for free while `unfoldr`ing momentum over time.
Orbiting 101

Prograde "forward" burn (blue): increase speed, raise/widen orbit and leave.

Retrograde "reverse" burn (red): slow down, lower/tighten orbit and fall on a body.

Burning at periapsis moves apoapsis (opposite point) directly towards/away wrt. planet center.

The orbiter always wants to crash onto something. So your goal is to miss the surface while falling at it.
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With a healthy dose of existential quantification and runtime type reflection it is now possible to create delayed actions. And that, other than opening a hells gate into concurrency bugs, enables animation chains. Like this new warp-in effect I've always wanted.

Best of all, this doesn't contain any SpaceMar-specific code. And so it goes straight into apecs-gloss-starter game template.