athena is a civilization builder game in pre-alpha stage.
Currently it is mostly still a terrain generator and visualizer.
I use other bits of code to help with some tricky math stuff - I cite them in comments where I use them.
Type "make" to compile. To run, type "./athena".
Key | Function |
---|---|
q | quit |
b | blur heightmap |
u | decreases heightmap by 1 |
i | increases heightmap by 1 |
n | set normal map |
j | set wind map (needs normal map) |
m | run moisture engine (needs wind map and normal map) |
r | rain! |
w | run water |
e | if water is running, allow erosion. |
arrows | moves around terrain |
shift | increases heightmap movement / shifting speed |
s | attempt to save colormap and heightmap |
Requires:
cmake
, sdl2
, sdl2_image
, sdl2_ttf
, glm
Classes and their functions
TrData
- handles importing the data for different entity types and formulas. Currently doesn't handle maps and stuff (I don't have much Map or Game IO right now), but it might later.TrECS
- handles the main Entity Component System pattern for game entities. I don't really use the "System" part of the ECS design pattern right now, but I probably will later.TrGUI
- handles the GUI system. Currently does not use ECS, but it probably will later.TrMap
- handles rendering and simulating the map data, such as rain, shadow mapping, ray tracing, day/night cycle, erosion, and more.TrRenderLoop
- handles the updating and rendering, depending on what "state" of the game you're in - different TrRenderLoop's handles the main menu, the main game, and transitions.TrUtils
- holds a bunch of generic helper functions.
External includes
fast-cpp-csv-parser
- currently used in parsing the data files. I think I might make my own later with c++'s regex system.fft
- runs a fast fourier transform based ocean wave simulation. I use it for bump-mapping water.
Refer to this document for some details about how this works: https://docs.google.com/document/d/1xySCdTcphTbBVFzzvw51X8ISexEsv2MM4zNanQW6Hbc/edit?usp=sharing