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It’s been a little while. Here’s what’s new:
—The world—
-Added a tile-based fluid simulation that replaces the pre-existing simple heat simulation. Now air can flow back and forth, and carry heat (and other properties)
—Magic—
- Glyph added: ‘f’
- f represents ‘movement’, ‘direction’, and ‘force’.
“(f 0 1)” adds eastward (“1”) velocity to the air at your location (“0”).
Getting the fluid dynamics working to my satisfaction, physics-and-gameplay-wise (and efficently enough) was a pain, but I’m quite happy with how it’s turned out for now.
I’ve added a debug mode to visualize the direction of airflow. This
might be added as a utility spell-effect for the player later on
e.g. “(a @ ’(i f))”.
You can see that the example spell I’ve added into the game adds airflow
to try and constrain the flow of superheated air to a tight
corridor.
Till next time!