From 2e3b773b00c457421189c2de81affcd412a50723 Mon Sep 17 00:00:00 2001
From: Sara
Date: Sat, 2 Dec 2023 16:48:14 +0100
Subject: [PATCH] replaced all references to deadname :3
---
projects/boids.html | 34 ++++++++++++++++-----------------
projects/gml-tile-movement.html | 4 ++--
projects/hlo-projectvtd.html | 12 ++++++------
projects/ruins-of-edis.html | 4 ++--
projects/spirit-of-science.html | 4 ++--
projects/stig-kart.html | 6 +++---
6 files changed, 32 insertions(+), 32 deletions(-)
diff --git a/projects/boids.html b/projects/boids.html
index 2bee89c..a37e11c 100644
--- a/projects/boids.html
+++ b/projects/boids.html
@@ -31,19 +31,19 @@
The repository for the boids simulation.
-
+
-
Scott-G-GD/boids-ecs
+
Sara-G-GD/boids-ecs
The ecs library i wrote this for.
-
+
-
Scott-G-GD/easy-ecs
+
Sara-G-GD/easy-ecs
@@ -86,7 +86,7 @@
@@ -98,7 +98,7 @@
@@ -106,7 +106,7 @@
@@ -114,7 +114,7 @@
@@ -129,7 +129,7 @@
@@ -139,7 +139,7 @@
UI
@@ -149,7 +149,7 @@
@@ -169,10 +169,10 @@
class="embed" youtube
>
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+
-
Scott-G-GD/boids-cpp
+
Sara-G-GD/boids-cpp
@@ -196,7 +196,7 @@
@@ -208,17 +208,17 @@
diff --git a/projects/gml-tile-movement.html b/projects/gml-tile-movement.html
index c95178c..e3d2fed 100644
--- a/projects/gml-tile-movement.html
+++ b/projects/gml-tile-movement.html
@@ -51,7 +51,7 @@
any other character is trying to move to that position.
-
+
AI Movement
@@ -59,7 +59,7 @@
The AI in the game is a simple example of how the try move function could be used in context.
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+
diff --git a/projects/hlo-projectvtd.html b/projects/hlo-projectvtd.html
index c1d1566..f008636 100644
--- a/projects/hlo-projectvtd.html
+++ b/projects/hlo-projectvtd.html
@@ -46,11 +46,11 @@
spell circle - interface declaration
-
+
spell circle - implementation
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+
These 'orbs' all know their own index within the spell circle's list of orbs. When an orb is hit, it sends its own index to the spell map component of the spell circle. This number is then converted to a string and appended to the spell map's pattern string. Because of the way the system works, only 1 digit indexes are used, though the code does not enforce this.
@@ -61,19 +61,19 @@
spell map - interface declaration
-
+
spell circle - implementation
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+
spell orb - interface declaration
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+
spell orb - implementation
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+
diff --git a/projects/ruins-of-edis.html b/projects/ruins-of-edis.html
index 8fa893c..cff5ca9 100644
--- a/projects/ruins-of-edis.html
+++ b/projects/ruins-of-edis.html
@@ -47,7 +47,7 @@
This allows the direction while drifting to be changed to be somewhere to the side of the car for it to slide properly.
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+
@@ -58,7 +58,7 @@
These were then applied to the result of a perlin noise function to create a heightmap, which can then be applied to one or more terrain objects.
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+
diff --git a/projects/spirit-of-science.html b/projects/spirit-of-science.html
index 28dc99c..22c1ecd 100644
--- a/projects/spirit-of-science.html
+++ b/projects/spirit-of-science.html
@@ -52,7 +52,7 @@
When the player clicks, clickable objects near the cursor should be notified that they've been activated. For this, I created an Interactible interface. This interface can then be inherited to clearly mark a component as clickable.
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+
@@ -63,7 +63,7 @@
It only does this after ensuring that the clicked object can be reached.
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+
diff --git a/projects/stig-kart.html b/projects/stig-kart.html
index d33c8e1..cbd851d 100644
--- a/projects/stig-kart.html
+++ b/projects/stig-kart.html
@@ -56,7 +56,7 @@
When drifting, the UpdateSteering function will transform the current steering input so that, if the drift was started while steering left, the possible range of steering values is within the range of -1 to -min, where min is a positive number lower than one which signifies the minimum amount of steering. When the drift is started while steering right, the range would be opposite, ranging from min to one.
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+
@@ -66,7 +66,7 @@
After we had completed the basic time trial mode, we still had about a week to add more features. So while another programmer went ahead to implement splitscreen, I wanted to try and get AI working. The player input component was already separate from the kart physics part. So the basic steering AI works by steering until it is aiming at the next invisible checkpoint on the course.
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+
@@ -79,7 +79,7 @@
With the drift started, the AI needs to aim at the checkpoint after the next to drift.
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+