summaryrefslogtreecommitdiff
path: root/game
Commit message (Collapse)AuthorAge
* Simplify a lot of code with sincosfDan Goodliffe2021-03-03
|
* Create and use a shader program for things with absolute positionDan Goodliffe2021-03-03
| | | | Rails in this case.
* Replace Transform with LocationDan Goodliffe2021-03-03
| | | | Simpler, unbinds the transformation matrices for location, now done just in the shader.
* Implement joining two existing links/nodesDan Goodliffe2021-02-27
| | | | This will likely make stupid connections in some circumstances, but they will be mechanically sound
* Add meandering supportDan Goodliffe2021-02-22
| | | | Add rail links between existing nodes and arbitrary points
* Named model parts, fix bogie spelling, new brush47 modelDan Goodliffe2021-02-21
|
* Choose a random direction at junctionsDan Goodliffe2021-02-21
|
* Fix drawing order of rail vehicle partsDan Goodliffe2021-02-21
|
* Fix rail vehicle height according to rail heightDan Goodliffe2021-02-21
|
* Fix inverted rail arc generationDan Goodliffe2021-02-21
|
* Tweak rail mesh to work in junctions betterDan Goodliffe2021-02-21
|
* Pass lintersDan Goodliffe2021-02-20
|
* Pass a cppcheckDan Goodliffe2021-02-20
|
* Custom land and water shadersDan Goodliffe2021-02-20
| | | | | | | Create sandy beaches, snow topped mountains and grassy hills with a single texture, coloured according to land height by a custom shader. Also use the land mass mesh with a new water texture and a custom shader to create rather nice looking water effect with depth, waves and motion.
* Create smoother terrainDan Goodliffe2021-02-20
|
* Mesh split, bogeys follow rails.Dan Goodliffe2021-02-19
| | | | | | | | | | | | | | Wow. This commit is too big. It: * splits obj loaded meshes into individual named objects. * moves obj to mesh(es) code into new file obj.impl.cpp, removing the clutter from mesh * removes Physical for providing the wrong level of abstraction * bit of a hack to adjust loaded models to offset rail vehicle bogeys to 0 centre, and then applies their calculated position to the mesh All in all, quite a lot of mess... But the result is the rail vehicle bogeys now follow the rails quite authentically.
* Split landmass and water texturesDan Goodliffe2021-02-17
|
* Split landmass and water meshesDan Goodliffe2021-02-17
|
* Don't keep the terrain vertex and index vectorsDan Goodliffe2021-02-17
|
* Tidy code for calculating position of rail vehicle by bogeysDan Goodliffe2021-02-16
|
* Rename types in LinkHistoryDan Goodliffe2021-02-16
|
* Define a vehicle weak ptrDan Goodliffe2021-02-15
|
* Increase length of Brush47Dan Goodliffe2021-02-15
| | | | It's supposed to cover half the gap between wagons too
* Return a Physical's whole location, not just positionDan Goodliffe2021-02-15
|
* Basic support for rail wagonsDan Goodliffe2021-02-15
|
* Correctly follow rails according to wheelbaseDan Goodliffe2021-02-14
|
* Maintain a history of links traversedDan Goodliffe2021-02-14
|
* Link weak_ptrsDan Goodliffe2021-02-14
|
* Code tidy-upDan Goodliffe2021-02-14
|
* Add our first vehicleDan Goodliffe2021-02-14
|
* Apply pitch to vehicles on a linkDan Goodliffe2021-02-14
|
* Fix vertical offset of curved railsDan Goodliffe2021-02-14
|
* Rename flat_angle to vector_yawDan Goodliffe2021-02-14
|
* Don't copy shared_ptrsDan Goodliffe2021-02-14
|
* Support getting the position at a point along a linkDan Goodliffe2021-02-14
|
* Keep radius and arc as part of rail curveDan Goodliffe2021-02-14
| | | | Fixes order of mesh points oo fix culling
* Join links in rail graphDan Goodliffe2021-02-14
|
* Correctly scaled railsDan Goodliffe2021-02-14
|
* Floating point seconds TickDurationDan Goodliffe2021-02-14
|
* Construct an Arc from three pointsDan Goodliffe2021-02-14
|
* Single function for generating the rail link meshDan Goodliffe2021-02-07
|
* Factor a lot of maths and stuff into utilityDan Goodliffe2021-02-07
|
* Links have length, ends have entry directionDan Goodliffe2021-02-07
|
* Fix up the maths in creating curved railsDan Goodliffe2021-02-06
|
* Initial commit adding curved rail piecesDan Goodliffe2021-02-05
|
* Initial commit generating some basic rail networkDan Goodliffe2021-02-05
|
* Create terrain as collection of meshesDan Goodliffe2021-02-04
|
* Restructure to allow a resource path and testingDan Goodliffe2021-02-04
|
* Basic support for loading a heightmap from an imageDan Goodliffe2021-01-28
|
* Split common terrain code outDan Goodliffe2021-01-28
|