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authorFreya Murphy <freya@freyacat.org>2025-11-11 00:05:44 -0500
committerFreya Murphy <freya@freyacat.org>2025-11-11 00:05:44 -0500
commitf7dd7cc37c65264480e0dd86c662927cef814d12 (patch)
tree68a5ddbd86d663cc82948c295e63bbc4f83ced21 /docs
parentCheckpoint docs complete (diff)
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u16 not u64
Diffstat (limited to 'docs')
-rw-r--r--docs/Checkpoint.md4
1 files changed, 2 insertions, 2 deletions
diff --git a/docs/Checkpoint.md b/docs/Checkpoint.md
index a88e877..b77384a 100644
--- a/docs/Checkpoint.md
+++ b/docs/Checkpoint.md
@@ -41,11 +41,11 @@ on a complely different generation algorithm that does guarantee connectivity. S
after more thourough research, we switched to Binary Space Partitioning for generating the
map instead.
-### Float vs u64 vs usize
+### Float vs u16 vs usize
Another issue during development was the standardizarion of our data types for dungeon structure,
traversal and generation. With several of us working on differnent but interconnected components,
there were some instances where we would define our type fields for storing location information.
-This lead to refactoring later to standardize most of our dungeon-related types into u64, as placing
+This lead to refactoring later to standardize most of our dungeon-related types into u16, as placing
expect(clippy::cast_possible_truncation) every few lines isn't what I would call "good practice".
### Raylib Double Free