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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
* RailVehicleClass texture might be nullDan Goodliffe2023-03-04
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* Support and load factory asset directly into a RailVehicleClass instanceDan Goodliffe2023-03-04
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* Fix up all the static analyzer warningsDan Goodliffe2023-01-08
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* Initial commit of the shadow map generator and shadows render interfaceDan Goodliffe2022-12-03
| | | | | Lots of hard coding, buggy in places, far from great, but the basics work.
* Rename rdiv to ratio and add a vec2 overrideDan Goodliffe2022-11-18
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* Remove useless GeoData default constructorDan Goodliffe2022-11-14
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* Restructure how shaders are worked withDan Goodliffe2022-11-03
| | | | Needs a tidy-up
* Rename Shader to SceneShaderDan Goodliffe2022-11-03
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* Setting texture unit on bindDan Goodliffe2022-10-30
| | | | Always sets the target unit before binding, allows specifying the unit
* Implement extending a network to join link endsDan Goodliffe2022-10-28
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* Implement extending a network into open spaceDan Goodliffe2022-10-28
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