# ghostland-game This is a continuation of my [goland-game](https://github.com/five-hundred-eleven/goland-game) project. While the previous project was implemented in go, for this project I was not able to get the go bindings for OpenGL working, and so I went with C++. [Repository Guidelines](AGENTS.md) outlines code structure, build steps, and contribution conventions. ## Configuration (`ghostland.json`) `ghostland.json` is parsed at startup with a minimal line-by-line reader, so keep it a flat list of key-value pairs (`"key": value`). Omitted keys fall back to in-code defaults. | Key | Type | Default | Description | | --- | --- | --- | --- | | `camera_speed` | float | `20.0` | Scales how fast the free camera pans when you move the mouse to the screen edge or hold movement keys. Raise for faster fly-through, lower for precise adjustments. | | `ghost_reset_distance` | float | `10.0` | Minimum distance (units) between the player and the nearest ghost before the player is snapped back to the maze start. Increase for a safer buffer, decrease for higher tension. | Example: ```json { "camera_speed": 30.0, "ghost_reset_distance": 8.5 } ``` ![gameplay capture](https://stromsy.com/content/ghostland_6.gif)