Project Estimation/Target ~ 1 - 2 months (was so off on this) well, to be fair, if I account for actual time worked, then I was not so off on my estimate, I think I am still in the estimation range Tasks: DONE: - gravity - very barebones version done - horizontal motion on ground - accelerate - constant speed - decelerate to give impression of sliding - horizontal motion when falling - inertia-like movement when accelerating prior to falling - loss of inertia when player was at high speed before sliding off and other small movement when in free fall - movement and deceleration when not moving in free fall - Jumping - Fixed framerate to prevent weird quirks with movement - Basic camera follower - move from row-major to column major setup for math library - Efficient Quad Renderer - Some way to make and define levels - Level Creation - improved player movement TODO: - Update camera follower for centering player in view (with limits) after a few seconds (maybe like 2 seconds) - Level completion Object - Audio - make movement grid based? let's see but probably not - Implement Broad Phase Collision for efficient collision handling, let's see - vectorize math library with simd IDEAS: *Levels* Plain text file ``` version_hex entity_count entity_type posx poxy sizex sizey entity_type posx poxy sizex sizey entity_type posx poxy sizex sizey ... repeats entity_count - 3 times (3 because we already declared 3 elements in this spec) ```