SDL Worms
This is more of a proof of concept project I created because I wanted to see if the marching squares algorithm could be used to generate worms-like terrain. The video below shows the app in action.
Background
I had known about the marching cubes algorithm before, but I had never had it explained as well as Sebastian Lague did in this video. After watching it, I immediately wanted to implement it into some kind of project. Since I had recently learned how to use SDL, I knew I was going to use that (so I would use the 2D version of the algorithm, basically the same). When I started thinking about possible implementations, I thought back to when I attempted to make worms in Python and Pygame, all of the terrain collisions were based on pixel samples making the physics a pain. I thought that because with the marching squares algorithm I could create a surface normal for each line segment the physics would be really simple, and it would just be an excellent use of the marching squares algorithm. So that's what I went with.
Related Posts
Links
01 - GitHub repo - (N/A)
Future Plans
I really like this project. It can be expanded in some really interesting ways, I could attempt to add multiplayer, more weapons or some level creation tools. I really want to return to this project once I have some free time.
Meta
Language languageUsed = C++;
bool inDevelopment = false;
std::string dateCreated = "09/05/19";

Library librariesUsed[] = {
     SDL2 
};

std::string credits[] = {
    "Fergus Griggs - Programming"
};
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