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I Like Trains
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The I Like Trains game
Dan Goodliffe
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Author
Age
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Fix check for bulk removal
ptrs
Dan Goodliffe
20 hours
*
Expose size of each container by type
Dan Goodliffe
20 hours
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Add standard special members
Dan Goodliffe
21 hours
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Fix up removeAll and test with more complex hierarchy
Dan Goodliffe
23 hours
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applyToOthersType allows passing any params in, not just a T
Dan Goodliffe
46 hours
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Fix lookup idx for otherObjects suitable for T
Dan Goodliffe
4 days
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Use is_base_of_v instead of is_convertible_v to choose OtherObjects
Dan Goodliffe
4 days
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Add Renderable typed collection to GameState worldObjects
Dan Goodliffe
5 days
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Support using typed collections for subclass filtering
Dan Goodliffe
5 days
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Use typed collections for apply/applyOne
Dan Goodliffe
5 days
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Use otherObjects where possible for find
Dan Goodliffe
5 days
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Other objects support in removeAll/clear
Dan Goodliffe
5 days
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Other objects support in operator=
Dan Goodliffe
5 days
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Populate typed collection of pointers
Dan Goodliffe
5 days
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Make Collections::objects protected, extend interface
Dan Goodliffe
6 days
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Invert how shared/unique is specified for Collection
Dan Goodliffe
6 days
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Add ManyPtr which tracks specified subclasses
Dan Goodliffe
6 days
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Support resizing the main window
Dan Goodliffe
2025-03-14
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Add support for resizing a SceneRenderer
Dan Goodliffe
2025-03-14
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Add support for changing the aspect ratio of a camera
Dan Goodliffe
2025-03-14
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Fix ratio to include return type in common intermediary type
Dan Goodliffe
2025-03-14
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Merge branch 'culling'
Dan Goodliffe
2025-03-13
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Split Terrain::generateMeshes into smaller functions
Dan Goodliffe
2025-03-12
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Perfectly forward range when materializing
Dan Goodliffe
2025-03-11
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Rebalance shadow band distribution
Dan Goodliffe
2025-03-11
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Cull terrain meshes from render that don't cast a shadow into the frustum
Dan Goodliffe
2025-03-11
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Add a spike of terrain in test-render
Dan Goodliffe
2025-03-11
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Initialise shadow bounding box to light view point
Dan Goodliffe
2025-03-11
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Extend Frustum for testing for shaded by
Dan Goodliffe
2025-03-11
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Pass a Frustum to shadow renderers
Dan Goodliffe
2025-03-11
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Simplify ShadowMapper with AxisAlignedBoundingBox
Dan Goodliffe
2025-03-11
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Template AxisAlignedBoundingBox on unit type
Dan Goodliffe
2025-03-11
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Current tile in frustum as we loop
Dan Goodliffe
2025-03-11
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Construct terrain tile AxisAlignedBoundingBox during mesh generation
Dan Goodliffe
2025-03-11
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AxisAlignedBoundingBox construct from range instead of span
Dan Goodliffe
2025-03-11
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Only render terrain tiles which are visible in the frustum
Dan Goodliffe
2025-03-11
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Add function to test if an AABB is visible in a frustum
Dan Goodliffe
2025-03-11
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Position is moved to Frustum
Dan Goodliffe
2025-03-11
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Create AxisAlignedBoundingBox
Dan Goodliffe
2025-03-11
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Pass frustum into render functions
Dan Goodliffe
2025-03-07
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/
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Split core view definition out of Camera into Frustum
Dan Goodliffe
2025-03-05
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Move camera out of gl folder, it's not OpenGL specific
Dan Goodliffe
2025-03-05
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Have Camera keep an array of frustum plane definitions
Dan Goodliffe
2025-03-05
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Constrain operator* for array*functor
Dan Goodliffe
2025-03-05
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Cache the camera's view matrix
Dan Goodliffe
2025-03-02
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Work around clang thinking this is unused in lambdas
Dan Goodliffe
2025-03-01
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Split meshes by surface and tile
Dan Goodliffe
2025-02-26
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Name Worker threads if supported
Dan Goodliffe
2025-02-26
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Add range support for OpenMesh::PolyConnectivity::EntityRange
Dan Goodliffe
2025-02-26
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Create perf-terrain test window globally
Dan Goodliffe
2025-02-26
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