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* Swap y,z axisDan Goodliffe2021-11-16
| | | | This was a pain... but all the coords make much more sense now and a lot of mystery negation has disappeared.
* Fix warnings produced by new clang-tidyDan Goodliffe2021-05-02
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* Implement goto so nodeDan Goodliffe2021-03-16
| | | | Encompasses determining a route and a distance to travel
* Allow activities to be changed when doing themDan Goodliffe2021-03-16
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* Create GameState, the single global for the root of everythingDan Goodliffe2021-03-15
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* Route Walker returns Link::Nexts, not vector linksDan Goodliffe2021-03-13
| | | | | This makes more sense when you realise that the existing navigation workings work on exactly the same type!
* Add generic middle classes LinkStraight and LinkCurveDan Goodliffe2021-03-13
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* Initial commit of the route finderDan Goodliffe2021-03-13
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* Only attempt to render renderable networksDan Goodliffe2021-03-13
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* Push more RailLinks logic down into NetworkOfDan Goodliffe2021-03-10
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* Add some more helpers to NetworkDan Goodliffe2021-03-10
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* Vertices and indices vectors not required once mesh is createdDan Goodliffe2021-03-10
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* Push RailLinks functionality into new base classes Network and NetworkOf<>Dan Goodliffe2021-03-10
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* Add findNodeAt to locate a node instance by positionDan Goodliffe2021-03-10
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* Merge nexts into endsDan Goodliffe2021-03-10
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* Please joining links midpoint height betterDan Goodliffe2021-03-09
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* Make objectives responsible for navigationDan Goodliffe2021-03-09
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* Split ActivityOf<> into its own fileDan Goodliffe2021-03-09
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* Push link based movement into VehicleDan Goodliffe2021-03-09
| | | | | I think it's fair to make all vehicles uses links and nodes to navigate... even if those links, nodes are private to that vehicle
* Initial commit of the orders/activities systemDan Goodliffe2021-03-08
| | | | Has the main window provide some control over our test train
* Shut up cppcheck, an STL implementation of that would be stupidDan Goodliffe2021-03-08
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* Move TickDuration type into global scopeDan Goodliffe2021-03-08
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* Add maxSpeed to rail vehicle classDan Goodliffe2021-03-07
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* Carve up the mess in game/vehiclesDan Goodliffe2021-03-06
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* Introduce the Train concept as a literal collection of rail vehiclesDan Goodliffe2021-03-06
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* Push lots of stuff into rail vehicle classDan Goodliffe2021-03-06
| | | | Derives lots more info directly from the model
* Introduce the rail vehicle class for the definition of the vehicleDan Goodliffe2021-03-06
| | | | Not an instance of the vehicle.
* Simplify a lot of code with sincosfDan Goodliffe2021-03-03
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* 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
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* Choose a random direction at junctionsDan Goodliffe2021-02-21
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* Fix drawing order of rail vehicle partsDan Goodliffe2021-02-21
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* Fix rail vehicle height according to rail heightDan Goodliffe2021-02-21
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* Fix inverted rail arc generationDan Goodliffe2021-02-21
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* Tweak rail mesh to work in junctions betterDan Goodliffe2021-02-21
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* Pass lintersDan Goodliffe2021-02-20
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* Pass a cppcheckDan Goodliffe2021-02-20
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* 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
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* 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
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* Split landmass and water meshesDan Goodliffe2021-02-17
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* Don't keep the terrain vertex and index vectorsDan Goodliffe2021-02-17
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* Tidy code for calculating position of rail vehicle by bogeysDan Goodliffe2021-02-16
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* Rename types in LinkHistoryDan Goodliffe2021-02-16
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* Define a vehicle weak ptrDan Goodliffe2021-02-15
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* Increase length of Brush47Dan Goodliffe2021-02-15
| | | | It's supposed to cover half the gap between wagons too