summaryrefslogtreecommitdiff
path: root/game
Commit message (Collapse)AuthorAge
* Fix calculating extentsDan Goodliffe2023-11-05
|
* 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
|
* Refactor to further simplify line/point operationsDan Goodliffe2023-11-04
| | | | Adds another perf test
* Simplify some logic with the triangle constructDan Goodliffe2023-11-04
|
* Rename TerrainMesh to GeoData to drop inplaceDan Goodliffe2023-11-04
|
* Calculate and expose the extents of the terrain meshDan Goodliffe2023-11-04
|
* Static helper for loading ASCII grid dataDan Goodliffe2023-11-04
|
* Implement terrain intersect rayDan Goodliffe2023-11-03
|
* Helper to get cartesian position from baricentric on TriangleDan Goodliffe2023-11-03
|
* Terrain mesh method for getting the height/position at a point on the surfaceDan Goodliffe2023-11-02
|
* Generic N-dimensional terrain triangleDan Goodliffe2023-11-02
|
* Make PointFace harder to misuseDan Goodliffe2023-10-31
|
* Update walk/walkUntil to work on PointFace from parameterDan Goodliffe2023-10-31
|
* 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
|
* 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
|
* Swap GLEW for more modern gladDan Goodliffe2023-05-28
|
* Templated BufferedLocation and single buffer storage for RVC locationsDan Goodliffe2023-05-06
|
* Refactor InstanceVertices in terms of glContainerDan Goodliffe2023-05-01
|
* Reformat with new clang-format 16Dan Goodliffe2023-04-29
|
* 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
|
* Pop and complete instanced shadow supportDan Goodliffe2023-04-26
|
* 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
|
* Switch to render trees in bulk through foliage asset renderingDan Goodliffe2023-04-20
|
* Assets moved to global game stateDan Goodliffe2023-04-17
|
* Remove the old .obj load, assets and supporting stuffDan Goodliffe2023-04-14
|
* Add missing forward declarationDan Goodliffe2023-04-13
|
* Plants are world objectsDan Goodliffe2023-04-10
|
* Add the plant/foliage game item conceptsDan Goodliffe2023-04-10
|
* 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
|
* 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
|
* Support and load factory asset directly into a RailVehicleClass instanceDan Goodliffe2023-03-04
|
* Fix up all the static analyzer warningsDan Goodliffe2023-01-08
|
* 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
|
* Remove useless GeoData default constructorDan Goodliffe2022-11-14
|
* Restructure how shaders are worked withDan Goodliffe2022-11-03
| | | | Needs a tidy-up
* Rename Shader to SceneShaderDan Goodliffe2022-11-03
|
* 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
|
* Implement extending a network into open spaceDan Goodliffe2022-10-28
|
* Move findDir into member function findNodeDirectionDan Goodliffe2022-10-28
|
* Rename shadowing variableDan Goodliffe2022-10-22
|