Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Thanks for the reply, topology agnostic really sounded like a term to chew on. Does that mean the digitalia of your worlds exist in a seperate plane of code to the positional? Sometimes I consider digital life to be a fascinating subject, and the generative text sphere seems dead set on a huge leaps of progress. I ask because topology is among many concepts that have been taught to me via word and picture, yet I don't understand what it really means. 


Any way a tech demo is neat. What is your demo out now? I'm speaking in a bit of a position of angst, as this was something I wanted to take on myself, having been wowed by SimEarth and constantly in the technical shadow of pioneers that made me want to finally give gamedev a try.

Sorry for the confusion, it's nothing that complicated ^-^

In this context, world topology is just the shape of the graph of tiles and their neighborhoods.

Basically, my algorithms work more or less the same regardless of whether tiles are hexagons with 6 neighbors each, squares with 4 neighbors, squares with 8 neighbors, an irregular voronoi graph, or something even more exotic.

Neat.