Age | Commit message (Collapse) | Author | |
---|---|---|---|
9 days | BRANCH: Working on benchmarking new renderer, adding simdbranch/simd-math | talha | |
2024-12-14 | Reworked batch renderer, Updated math.hmaster | talha | |
2024-12-11 | Added batch rendering (however basic it might be) | talha | |
2024-11-05 | Disabled all row major operations, added col major multiplication | talha | |
2024-10-31 | Added ColumnMajor matrix multiplication. | talha | |
Main code path is disabled until I get everything working correctly. Also added tags to gitignore | |||
2024-10-26 | Simplified Vec2 operator overloads | talha | |
2024-10-26 | Moved from using percentages to scaled pixel position for levels | talha | |
2024-10-25 | Setup a basic camera mover | talha | |
The camera now changes view after player moves beyond 80% of the screen up or right AND beyond 20% of the screen left or bottom. | |||
2024-10-25 | Added horizontal camera movement, some operator overloading | talha | |
2024-10-22 | Disabled the funky camera movement poc for now | talha | |
2024-10-22 | Fixed an very weird and rare bug with renderer | talha | |
This issue would sometimes occur when renderer was stack allocating objects. It surprisingly did not occur when items are heap allocated. I checked the stack locations and it seemed like values were looping around or atleast overflowing | |||
2024-10-20 | Removed alot of unused variables and codepaths | talha | |
2024-10-20 | Refactored code, fixed motion when collidex true: | talha | |
- Created a timer struct with helper functions to clean things up - Removed some redundant and duplicate variables - Fixed the issue where if a player presses horizontal movement key, even though we are colliding, the player will still move once it is not colliding, even though they are not pressing a key. | |||
2024-10-20 | Added RGB as a Vec3 alias type | talha | |
2024-10-20 | Framerate capping now works: | talha | |
This prevents movement being very fast on high refresh rate displays | |||
2024-10-19 | Motion+Collision now work: | talha | |
- Collisions are checked for each side, to let us know how to proceed - Equations of motion seem to work fine, except that they don't play well with time_delta, and are framerate dependant. | |||
2024-10-08 | Saving draft, added collision detection so far | talha | |