summaryrefslogtreecommitdiff
path: root/game
Commit message (Collapse)AuthorAge
* Extract consts and fix acceleration/decelartions ratesDan Goodliffe2024-10-31
|
* Fix train/vehicle constructors to take const linksDan Goodliffe2024-10-31
|
* Fix GenDef for networks, should be globalsDan Goodliffe2024-10-30
|
* Support regenerating the terrain mesh from updated geodataDan Goodliffe2024-10-27
|
* Improve sun illumination based on angular size and astronomical twilightDan Goodliffe2024-10-24
|
* Further template maths functionsDan Goodliffe2024-10-21
|
* 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
|
* 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
|
* Psycho-rebased branch billboard-shadows on top of mainDan Goodliffe2024-09-23
|\
| * Update stencil texture to 2d arrayDan Goodliffe2024-09-02
| |
| * Use billboard shadows for foliageDan Goodliffe2024-08-28
| |
| * Add a foliage vertex array for just the location dataDan Goodliffe2024-08-26
| |
| * Update asset stencils from shadow mapperDan Goodliffe2024-08-18
| |
| * Use texture alpha in shadow stencilDan Goodliffe2024-08-10
| |
| * Use mesh extents for shadow stencil extentsDan Goodliffe2024-08-10
| |
| * Initial commit of basic shadow depth map creationDan Goodliffe2024-08-10
| |
* | 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
| |
* | Move getSunPos to EnvironmentDan Goodliffe2024-09-20
| |
* | Add basic environment objectDan Goodliffe2024-09-20
|/ | | | Will hold world time/date, weather, location etc
* Apply StdTypeDefs for TextureDan Goodliffe2024-08-10
|
* Add shadow shader which takes into account texture transparencyDan Goodliffe2024-07-07
|
* Remove abuse of std::adjacent_find from geoDataDan Goodliffe2024-05-25
|
* Simplify new face split loopDan Goodliffe2024-04-26
|
* Set the face surface type when setting heightDan Goodliffe2024-04-26
|
* 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
|
* Introduce a basic terrain surface type assetDan Goodliffe2024-04-10
|
* 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
|
* Create water squares/polygons only where requiredDan Goodliffe2024-04-07
|
* 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
|
* Boundary edge and one time split with repeated 4-way split of large facesDan Goodliffe2024-04-01
|
* Add lots of simple triangle property helpersDan Goodliffe2024-04-01
|
* 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
|
* Split long boundary edgesDan Goodliffe2024-03-31
|
* Split faces with two large boundary sidesDan Goodliffe2024-03-31
|
* 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
|
* Dedupe addition of extrusionsDan Goodliffe2024-03-23
|
* Handle and test concave surface boundariesDan Goodliffe2024-03-23
|
* Create extents purely from corner arcsDan Goodliffe2024-03-23
|
* Remove boundary collectionDan Goodliffe2024-03-23
| | | | We can simply walk the boundary as required