Conception of the Project

The big idea was to create a game like none before...but first, to create an engine that can efficiently and cleanly handle the messy intersecting aggregate clouds that entities become in games like Dwarf Fortress and its derivates (which includes MineCraft...and its derivatives). Not only that, but to universalize them, abstract their internal mechanics into a more general multiphysical simulation...and also, to move them out of regular grids and timing without losing processing efficiency.

Going in, it was decided that it should be a web app, using the many emerging web technologies. This would remove it from any specific distribution platform the client would be freely available any where the web page that comprised it was hosted...and it could even be hosted for free as a simple website.

Originally attempted in pure Javascript, the structure started moving more and more atomic...until it was facing pointers to basic data primitives. This became untenable in Javascript, and the project looked impossible...and then came along WebAssembly and emScripten. Now the power and flexibility of C was available, for better or worse.

Having connected basic rendering, timing and input; it has become clear there's far too much work for the one person that is programmer and designer to finish this. The project moved into a stage of finishing the core, and cleaning up...lots of junk.

After running into a wall in terms of direction, this Wiki was started to collect intents and ideas, and outline the structure and process.