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* Fix terrain texture tilingDan Goodliffe2023-11-26
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* Calculate vertex normals onlyDan Goodliffe2023-11-26
| | | | | | Doesn't require half edge normals or face normals, which uses Newell's method, which results in integer overflow... Not to mention we don't need all the other normals.
* 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.
| * Model positions as integersDan Goodliffe2023-11-25
| | | | | | | | | | Introduces test failure in arcs due to rounding, but I don't want to create a complicated fix as link positions are still floats and hopefully that'll go away... somehow
| * Remove getTransformDan 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.
| * Send position and rotation matrix to GPU separatelyDan Goodliffe2023-11-13
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| * Refactor BufferedLocationT to use a callbackDan Goodliffe2023-11-11
| | | | | | | | Simplifies customisation in the face of multiple fields
| * WIP typedefing just about everything elseDan Goodliffe2023-11-09
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| * WIP typedefing all the things - sourcesDan Goodliffe2023-11-09
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| * 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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* | Fix todo for handling a terrain walk from outside the meshDan Goodliffe2023-11-05
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* | Fix calculating extentsDan Goodliffe2023-11-05
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* | Fix and split linesCrossDan Goodliffe2023-11-05
| | | | | | | | | | Previous tested they crossed in a specific direction, which is wrong but useful. Adds linesCrossLtR for this use case.
* | Add methods to walk the boundary of the terrain meshDan Goodliffe2023-11-05
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* | Refactor to further simplify line/point operationsDan Goodliffe2023-11-04
| | | | | | | | Adds another perf test
* | Simplify some logic with the triangle constructDan Goodliffe2023-11-04
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* | Rename TerrainMesh to GeoData to drop inplaceDan Goodliffe2023-11-04
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* | Calculate and expose the extents of the terrain meshDan Goodliffe2023-11-04
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* | Static helper for loading ASCII grid dataDan Goodliffe2023-11-04
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* | Implement terrain intersect rayDan Goodliffe2023-11-03
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* | Helper to get cartesian position from baricentric on TriangleDan Goodliffe2023-11-03
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* | Terrain mesh method for getting the height/position at a point on the surfaceDan Goodliffe2023-11-02
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* | Generic N-dimensional terrain triangleDan Goodliffe2023-11-02
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* | Make PointFace harder to misuseDan Goodliffe2023-10-31
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* | Update walk/walkUntil to work on PointFace from parameterDan Goodliffe2023-10-31
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* | Helper type for storing/passing/returning a point and its containing faceDan Goodliffe2023-10-31
| | | | | | | | | | point is const as face is mutable as a cache of the face containing point.
* | Initial commit of walk/walkUtil terrainDan Goodliffe2023-10-31
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* | Initial commit of findPoint on terrainDan Goodliffe2023-10-29
| | | | | | | | | | 2D navigate from a default/given starting point, possible scope for improvement, but it's not exactly slow; <9ms
* | Initial OpenMesh based terrain data and testsDan Goodliffe2023-10-28
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* Swap GLEW for more modern gladDan Goodliffe2023-05-28
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* Templated BufferedLocation and single buffer storage for RVC locationsDan Goodliffe2023-05-06
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* Refactor InstanceVertices in terms of glContainerDan Goodliffe2023-05-01
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* Reformat with new clang-format 16Dan Goodliffe2023-04-29
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* Drop .hpp for header only thingsDan Goodliffe2023-04-29
| | | | Half of them acquired a .cpp part anyway
* Draw rail vehicle classes and foliage with new mesh instance helperDan Goodliffe2023-04-26
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* Pop and complete instanced shadow supportDan Goodliffe2023-04-26
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* Handle rendering of RailVehicles through RailVehicleClass instancingDan Goodliffe2023-04-23
| | | | | | | Trains no longer need rendering as their parts are all RVC assets and that just works now. This commit creates some irritating duplication in RVC wrt body/2 bogies all of which are stored separately, but function in exactly the same way. This breaks RV shadows as we have no instancing shadow shaders yet.
* Use Location::getTransform in Plant instead of duplicatingDan Goodliffe2023-04-23
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* Switch to render trees in bulk through foliage asset renderingDan Goodliffe2023-04-20
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* Assets moved to global game stateDan Goodliffe2023-04-17
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* Remove the old .obj load, assets and supporting stuffDan Goodliffe2023-04-14
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* Add missing forward declarationDan Goodliffe2023-04-13
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* Plants are world objectsDan Goodliffe2023-04-10
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* Add the plant/foliage game item conceptsDan Goodliffe2023-04-10
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* Support creating a super texture from fragmentsDan Goodliffe2023-03-14
| | | | Currently makes wild assumptions about vertices and doesn't actually populate the texture, it's just grey
* Default RailVehicle bogie positions according to class wheelBaseDan Goodliffe2023-03-04
| | | | Useful for render tests so everything looks sane
* RailVehicleClass now renders bogie shadows as well as bodyDan Goodliffe2023-03-04
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* Load length, wheelBase and maxSpeed RailVehicleClass properties from XMLDan Goodliffe2023-03-04
| | | | Adjusts bogie position to appear correct according to wheelBase