Devlog (Finlay once again tries and fails to learn C++ graphics libraries)

16/07/2026
Attempting to plug the memory leak by resetting the parameters used to draw the map and running the function that parses the map file again after a delay. I made it display a message to tell the player the map didn't load correctly. The player can now interact with the walls at different z-levels of the chunk. I'm designing it slightly different from SS13 where each z-level is its own separate map file - Here I intend for each chunk to be a cube with its own z axis. I don't know what's next - Rendering more complex geometry or networking maybe. It crashed here before I set a border to the attainable z-height

 
20/07/2026

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22/07/2026
Tested the SDL_net example program with a Russian friend to judge potential latency and packet loss issues and surprisingly for brief amounts of time we were able to relay messages in the chat client - Running it as a localhost or connecting from the external IP address never presents any problems, so I'm going to start implementing systems and hope that it can be tweaked later on to solve the smaller issues

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23/07/2026
- The program now consists of a server and client, the user can choose (in a couple of days) to load maps from a clientside folder (singleplayer which isn't going to work) or have the map load over a remote connection to the server (multiplayer). Allowing the user to choose which IP and port to attempt to connect to shouldn't be that difficult really. At the moment the client sends labelled data to the server, more plagiarized end edited code
Added a game state for a menu

 
27/07/2026
Trying to get more things into perspective, falling runs on its own timer so that the player doesn't fall down several z-levels in a split-second and to save on the CPU budget (performing checks against all game objects in the chunk as fast as possible) is my reasoning, terrain collision is now fully dynamic - z-level collision was still on the old linear increment system. I'm planning to eventually pass it over to a movement map system in the end, I don't know what's preventing me from doing that yet

 
30/07/2026
I think I worked most of the things out, how to make and switch to vertex array objects
There's an automatic linear depth buffer if you use the built-in OpenGL 3 translations and projections to set up your scene so I can just use those, I don't need to manually hardcode all these exceptions for rendering faces and such

 
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