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Commit message (Collapse)AuthorAge
* Tidy the preFrame logic into a single function in SceneRendererDan Goodliffe8 days
| | | | | Clients now just call that one helper and SceneProvider passes in all the renderables.
* Fix up the preFrame process to use both frustumsDan Goodliffe13 days
| | | | | | (camera and directional light frustums) This has made the whole preFrame process far more fiddly and repetitive than I'd like, but it does work. Maybe we can tidy it up later.
* Add Renderable::preFrame for doing non-const frame prep workDan Goodliffe2026-02-16
| | | | | In theory, this phase should be parallelisable before being pushed out by the render loop.
* Fix base class order of DummyMainApplicationDan Goodliffe2026-01-08
| | | | | Fixes order of destruction so assets are fully destructed before the GL context is destroyed.
* Remember selected asset id and reload/reselect resource file on changeDan Goodliffe2025-04-15
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* Fix operator precedence warningDan Goodliffe2025-04-09
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* Add boost_program_options for command line parsingDan Goodliffe2025-04-09
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* Reasonably function asset viewing functionalityDan Goodliffe2025-04-09
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* Create Windows with a size objectDan Goodliffe2025-04-08
| | | | Not individual width/height parameters.
* More uniform/flexible window constructorsDan Goodliffe2025-04-07
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* Basically empty ResViewer applicationDan Goodliffe2025-04-07
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* Other objects support in removeAll/clearDan Goodliffe2025-03-23
| | | | | removeAll requires a type that is one of Others, clear clears everything regardless of type.
* Make Collections::objects protected, extend interfaceDan Goodliffe2025-03-22
| | | | | Keeps all required features accessible, but through a controlled interface.
* Add ManyPtr which tracks specified subclassesDan Goodliffe2025-03-22
| | | | | | This removes the need to repeated dynamic_cast the pointer. Provides interface which enforces the fastest option for the required types.
* New hardcoded test rail networkDan Goodliffe2025-02-24
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* Combine GeoData and Terrain class hierarchiesDan Goodliffe2025-02-09
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* Randomise for many trees, positions, rotationsDan Goodliffe2024-10-20
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* Move main application loop into the libraryDan Goodliffe2024-06-15
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* First cut reshuffling app/window/gl/render bitsDan Goodliffe2024-06-15
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* Split water from terrainDan Goodliffe2024-04-06
| | | | Shares the geo data instance, and still has the same implementation at this stage.
* Remove more use of legacy typesDan Goodliffe2024-01-01
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* Restore some treesDan Goodliffe2023-11-26
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* Merge branch 'ints' into terrainDan Goodliffe2023-11-26
|\ | | | | | | | | | | Conflicts fix, compiles, some test failures remain. Trees not added, possibility of OM invalid handle assertion failures, normals broken due to integer overflow in Newell's method.
| * Spread the trees outDan Goodliffe2023-11-25
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| * Switch to millimeters for spatial unitsDan Goodliffe2023-11-15
| | | | | | | | | | | | Mostly a case of changing far too many magic numbers, something else to fix I guess. I probably missed something. Also there's some hackery when loading 3D models, which are still assumed to be in metres.
| * WIP typedefing all the things - headersDan Goodliffe2023-11-07
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| * Reformat with new clang-formatDan Goodliffe2023-11-07
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* | Rename TerrainMesh to GeoData to drop inplaceDan Goodliffe2023-11-04
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* Drop .hpp for header only thingsDan Goodliffe2023-04-29
| | | | Half of them acquired a .cpp part anyway
* Clear world objects explicitlyDan Goodliffe2023-04-25
| | | | Otherwise the fail to remove themselves from the VBO after the GL context is destroyed.
* Assets moved to global game stateDan Goodliffe2023-04-17
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* Create a large test forestDan Goodliffe2023-04-17
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* Load all assets in red dir with asset factoryDan Goodliffe2023-04-14
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* Fix up all the static analyzer warningsDan Goodliffe2023-01-08
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* Extract SDL_Application helper into libiltDan Goodliffe2022-11-14
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* Enable OpenGL 4.5 core profileDan Goodliffe2022-10-30
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* No need to pass GameState around, it has a global pointerDan Goodliffe2022-01-02
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* Separate geographic data (GeoData) from its visual representation(s) (Terrain)Dan Goodliffe2022-01-02
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* Initial implementation for being able to click in the main window to select ↵Dan Goodliffe2021-12-28
| | | | something
* Initial commit with some basic UIDan Goodliffe2021-12-22
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* Single glContext shared between windowsDan Goodliffe2021-12-14
| | | | Created by the first window, includes simplified refresh/render for single control point
* Refactor to start splitting out UI componentsDan Goodliffe2021-12-13
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* Enable all Jason Turner recommended warningsDan Goodliffe2021-11-26
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* Swap y,z axisDan Goodliffe2021-11-16
| | | | This was a pain... but all the coords make much more sense now and a lot of mystery negation has disappeared.
* Fix warnings produced by new clang-tidyDan Goodliffe2021-05-02
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* Implement goto so nodeDan Goodliffe2021-03-16
| | | | Encompasses determining a route and a distance to travel
* Create GameState, the single global for the root of everythingDan Goodliffe2021-03-15
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* Create a new loop of test trackDan Goodliffe2021-03-09
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* Initial commit of the orders/activities systemDan Goodliffe2021-03-08
| | | | Has the main window provide some control over our test train
* Move TickDuration type into global scopeDan Goodliffe2021-03-08
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