Label: go
This issue is about procedurally generating planet textures solely by using simplex noise. PCG is commonly used to create all kinds of content for games. This can increase replayability because of less repetition and also reduce the need for manual asset creation. Obviously it's not a general replacement for that!
Say hello to Gonk, the game we are going to make. You can find the code at https://github.com/dbriemann/gonk. This first chapter will cover basic structures and functions and the use of composition for game objects.
In this short post you can read about why I switched from raylib-go to Pixel for this tutorial series. If you don't mind you can safely skip this issue. Did I fall into the trap of needlessly starting over with another library instead of sticking to what I have? I think I made the right choice after reconsidering my requirements.
This is an introductory issue about the goals, choices and challenges of my new quest: making a game in Linux with a framework and not an engine. Here in issue #0 I will explain the whys, the hows and the don'ts and starting from the next issue I will write a tutorial alongside an open source game hosted on Github. I hope you follow me along.
Another blog and another static site generator? In 2018? I know what you think but please read a few lines first if you made it this far. This one is a little different from previous static site generators.. I promise! Oh and by the way, you are just reading a Github issue!