KEEPER An Undertaking of a Turn-Based Combat World Simulation The primary goal of KEEPER is to learn new things The secondary goal of KEEPER is to produce something of a combination between Wakfu and a world simulation Isometric because isometric wins Making my own engine for the sake of learning what it requires me to do Data Oriented Entity Component System Built on top of the SDL2 framework via the Emscripten SDK TODO Worker threads that await jobs in the ECS Fix race condition relating to coordinator entities Add render layer batching so things stop looking wonky Add awareness of nearby entities to entities with CAIController Boid alg and some sort of CFlock struct to store relevant data Create node system to chunkify world map for A* pathfinding DEPENDENCIES Emscripten SDK HISTORY v0.0.5 - A* Tile Costs v0.0.4 - ECS Concurrency Implemented v0.0.3 - Render Layer Batching v0.0.2 - A* Pathfinding v0.0.1 - Basic ECS and Tiles