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Commit message (Collapse)AuthorAge
* Reuse close vertices when deforming terrainDan Goodliffe2024-11-03
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* Fix pruning of link historyDan Goodliffe2024-10-31
| | | | | | The current size isn't important, the length after prune is, and it should be checked before adding the new link as most of the train will still be on the previous one.
* Extract const for link history lengthDan Goodliffe2024-10-31
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* Extract consts and fix acceleration/decelartions ratesDan Goodliffe2024-10-31
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* Fix train/vehicle constructors to take const linksDan Goodliffe2024-10-31
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* Fix GenDef for networks, should be globalsDan Goodliffe2024-10-30
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* Support regenerating the terrain mesh from updated geodataDan Goodliffe2024-10-27
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* Improve sun illumination based on angular size and astronomical twilightDan Goodliffe2024-10-24
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* Further template maths functionsDan Goodliffe2024-10-21
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* Move lots of maths helpers to inline, constexpr, templatesDan Goodliffe2024-10-20
| | | | Always for working with different dimensions/types
* Don't dump stencil textureDan Goodliffe2024-10-10
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* Include foliage yaw rotation in vertex, pass through instead of whole model ↵Dan Goodliffe2024-10-10
| | | | rotation matrix
* Use LightDirection for calculating/passing all light dir componentsDan Goodliffe2024-10-06
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* Psycho-rebased branch billboard-shadows on top of mainDan Goodliffe2024-09-23
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| * Update stencil texture to 2d arrayDan Goodliffe2024-09-02
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| * Use billboard shadows for foliageDan Goodliffe2024-08-28
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| * Add a foliage vertex array for just the location dataDan Goodliffe2024-08-26
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| * Update asset stencils from shadow mapperDan Goodliffe2024-08-18
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| * Use texture alpha in shadow stencilDan Goodliffe2024-08-10
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| * Use mesh extents for shadow stencil extentsDan Goodliffe2024-08-10
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| * Initial commit of basic shadow depth map creationDan Goodliffe2024-08-10
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* | Adjust light colour as sun rises/setsDan Goodliffe2024-09-22
| | | | | | | | This is a bit made-up-maths/numbers, but it looks reasonable.
* | Calculate sunlight direction from worldTimeDan Goodliffe2024-09-22
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* | Move getSunPos to EnvironmentDan Goodliffe2024-09-20
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* | Add basic environment objectDan Goodliffe2024-09-20
|/ | | | Will hold world time/date, weather, location etc
* Apply StdTypeDefs for TextureDan Goodliffe2024-08-10
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* Add shadow shader which takes into account texture transparencyDan Goodliffe2024-07-07
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* Remove abuse of std::adjacent_find from geoDataDan Goodliffe2024-05-25
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* Simplify new face split loopDan Goodliffe2024-04-26
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* Set the face surface type when setting heightDan Goodliffe2024-04-26
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* Don't return newly created faces from splitDan Goodliffe2024-04-26
| | | | | It's not as simple as it looks as adjacent faces may also be split, making this a bit misleading.
* Custom vertex, vertex shader and fragment shader for landmassDan Goodliffe2024-04-16
| | | | Handles global position type, colourBias for surface types
* Create terrain vertices per surface typeDan Goodliffe2024-04-12
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* Introduce a basic terrain surface type assetDan Goodliffe2024-04-10
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* Add GeoData face property for surface typeDan Goodliffe2024-04-08
| | | | Arbitrary int type for now.
* Stripped down water vertex and simplified shadersDan Goodliffe2024-04-07
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* Create water squares/polygons only where requiredDan Goodliffe2024-04-07
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* Fix creating a flat terrain of exactly the requested sizeDan Goodliffe2024-04-07
| | | | Which must be a size of multiples of GRID_SIZE, 10m
* Split water from terrainDan Goodliffe2024-04-06
| | | | Shares the geo data instance, and still has the same implementation at this stage.
* Don't garbage collect the terrain meshDan Goodliffe2024-04-04
| | | | Use skipping iterators instead, GC would be implicit during save/load
* Update normals only as requiredDan Goodliffe2024-04-04
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* Boundary edge and one time split with repeated 4-way split of large facesDan Goodliffe2024-04-01
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* Add lots of simple triangle property helpersDan Goodliffe2024-04-01
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* Replace face 4-way splitDan Goodliffe2024-04-01
| | | | Fixes integer rounding issue and returns the new face handles
* Factor out some helper lambdas into membersDan Goodliffe2024-03-31
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* Split long boundary edgesDan Goodliffe2024-03-31
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* Split faces with two large boundary sidesDan Goodliffe2024-03-31
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* Don't save original face handlesDan Goodliffe2024-03-31
| | | | Not required, likely to change anyway.
* Handle almost straight edges with a simple bisectDan Goodliffe2024-03-30
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* Dedupe addition of extrusionsDan Goodliffe2024-03-23
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