I have made many changes and desions at this code compared to my first draft.
- Environmental Interactions:
- In your current code, you focus on a dynamic terrain system with random terrain generation, a controlled terrain system, and effects like fog and lightning. The terrain is influenced by chaos mode and mouse interaction.
- In the new code, the primary focus is on three distinct environmental effects: fire particles, water waves, and air particles, all interacting with a fractal terrain grid. The user can dynamically add land or water tiles by dragging the mouse and can add fire, water waves, or air particles using keyboard interactions.
- Terrain Generation:
- The terrain in your current code is controlled by specific logic that includes fractal terrain and height changes with chaos mode, along with a fog effect on top of it.
- The new code generates a simpler, grid-based terrain where each tile is randomly set to land or water. This terrain also responds to mouse interactions for adding land or water based on key presses.
- Particle Systems:
- In your current code, particles are part of the chaos system and affect the terrain, fog, and lightning, with an emphasis on visuals tied to chaos mode.
- In the new code, particles are independent of the terrain and form distinct systems (fire, water, and air) that behave according to their type. They are displayed as independent entities that interact with the environment visually but not physically.
Next step:
- Sounds
- Physical interaction between the land terrain and the water terrain
- something to represent why am I doing this