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Overview#

Thanatograph is a dungeon crawler with permadeath where every failed attempt becomes part of the next run. See core idea for more.

It is built in Odin + Raylib using fixed-time step simulation.

Game architecture is broken into:

  • Main game in game
  • Simulation framework in sim
  • Library glue code in lib

Performance#

Performance is paramount. This project by necessity is going to be very compute heavy, given the way that we're handling echoes and deterministic, replayable gameplay.

For that to work at 60hz, we need to be always keeping in mind performance techniques, both for memory and speed.

We should always be preferring simple, readable code that doesn't deopt. Simple loops. Careful memory management. We should be writing code that will work well with performance awareness:

  • SIMD
  • CPU cache
  • Parallelization

This requires upfront thinking and consideration as we build out, especially for core systems.

Notes#

  • Use jujutsu (jj) for version control
  • Prefer literate programming styles (code should be readable and comments help tell the why/how alongside the code)

External References#

Odin documentation