Commit Graph

  • fc69662060 add depth streaming feature main _ 2022-01-09 18:02:07 +0000
  • 77ed8db317 actually use the fixed timestep _ 2022-01-09 17:35:19 +0000
  • 8872a45d50 ♻️ refactor: move stuff out of main.rs _ 2022-01-09 17:32:07 +0000
  • 74251fcf37 ♻️ refactor: extract _ 2022-01-09 17:19:55 +0000
  • 5509aece8f 🚨 fix cargo check lints _ 2022-01-09 17:15:26 +0000
  • e96474b73a ignore more files _ 2022-01-09 17:05:03 +0000
  • 0dcf70649d ♻️ refactor _ 2022-01-09 17:03:58 +0000
  • 252c299c2c update _ 2022-01-09 17:01:18 +0000
  • 8b799e817e add depth screenshot. I have an idea _ 2022-01-09 16:19:31 +0000
  • 176ff3de42 add prediction _ 2022-01-09 14:26:09 +0000
  • e742bcad5c ♻️ refactor: split up static level param in graphics _ 2022-01-09 14:16:38 +0000
  • 6ccae593d3 ♻️ refactor: extract logic step function _ 2022-01-09 14:13:28 +0000
  • 2c41ea1e6b 🐛 bug: sleep less, to hit 60 FPS _ 2022-01-09 13:49:57 +0000
  • d570ee4cc8 ♻️ refactor: extract VirtualGamepad _ 2022-01-09 13:49:44 +0000
  • e7854f9021 🐛 bug: fix the multiple jump bug _ 2022-01-09 13:33:38 +0000
  • 14665512e1 don't draw player shadow over the death pit _ 2021-12-23 01:43:30 +0000
  • a3fcff78f9 camera scrolls right as the player moves _ 2021-12-23 01:19:53 +0000
  • c8baadc24c 🚧 wip: matrices are giving me grief again _ 2021-12-23 00:43:58 +0000
  • 3803a48c13 give protag-kun their own mesh _ 2021-12-23 00:25:54 +0000
  • ed56c75169 um stuff _ 2021-12-22 02:48:18 +0000
  • f720ddcd23 fix up shaders and stuff like that _ 2021-12-22 02:32:52 +0000
  • 893e01895f loading camera transform from gltf _ 2021-12-22 01:52:18 +0000
  • c420eada1f the physics are pretty sketchy. Not sure what to work on next _ 2021-12-20 01:45:33 +0000
  • 0052907432 prevent arbitrary wall climbing _ 2021-12-19 23:11:42 +0000
  • 3916ff16da try to fix FOV _ 2021-12-19 23:04:02 +0000
  • 48304de5e6 stuff _ 2021-12-19 22:57:09 +0000
  • 0ace7a7dfa move the camera and stuff to try to match the Blender scene _ 2021-12-19 19:50:55 +0000
  • 91b3f26e0d :constrution: wip: glTF loading PoC _ 2021-12-19 18:45:57 +0000
  • d9534554d1 ♻️ refactor _ 2021-12-19 16:44:01 +0000
  • bb9a637686 ♻️ refactor: turns out Rust lets you do this _ 2021-12-19 16:35:31 +0000
  • 481f76fb15 🚧 wip: messing with gltf _ 2021-12-19 16:34:11 +0000
  • 174061feb1 shadows are working idk _ 2021-12-19 03:47:57 +0000
  • c61f734a5b make the boxes a little prettier _ 2021-12-19 01:23:00 +0000
  • 3c2f247167 looking good _ 2021-12-19 00:54:04 +0000
  • 3aeced7c2f refactor physics and try to fix a bunch of stuff _ 2021-12-19 00:02:52 +0000
  • 8e7101dccd physics are hooked up but edge collisions are not working _ 2021-12-18 23:03:02 +0000
  • 47e835005b ♻️ refactor _ 2021-12-18 22:22:20 +0000
  • ac85cf2bd1 add cube. I think it's inside-out _ 2021-12-18 21:58:21 +0000
  • 116fd3bc45 black triangle for platformer binary _ 2021-12-18 21:19:11 +0000
  • 6fbddb3c86 tried to apply the same numerical stability improvement to edge collisions - inconclusive _ 2021-12-18 20:11:15 +0000
  • dec16c4079 add test for ball resting on a horizontal surface _ 2021-12-18 20:03:01 +0000
  • 96436d6c36 update `glam`, add tests to the physics _ 2021-12-18 19:46:40 +0000
  • f5da7b5188 🚨 clean up a few lint errors and start building a new game _ 2021-12-16 23:57:05 +0000
  • 06c173e6da that's multiplayer. that counts _ 2021-05-08 23:38:33 +0000
  • 2135bb0f24 🚧 _ 2021-05-08 23:34:52 +0000
  • 2059e5a237 🚧 neat! _ 2021-05-08 23:16:04 +0000
  • f98d5138ff update _ 2020-12-25 12:38:51 -0600
  • aadc08194f update: played with lighting _ 2020-12-25 11:58:56 -0600
  • 0d4ba9455e update: finally drawing a heightmap _ 2020-12-25 11:41:26 -0600
  • a94543b7f7 update: add tracing _ 2020-12-25 11:27:01 -0600
  • a44a156887 update: add grid _ 2020-12-25 11:16:14 -0600
  • 84207f9eb9 ♻️ _ 2020-12-25 10:03:20 -0600
  • 0a484ffa8d new: first two triangles on new project idea _ 2020-12-25 09:45:29 -0600
  • 38f6a1c92b Drop nom dependency _ 2020-05-25 22:03:05 +0000
  • 6297079ae9 ♻️ Extract IQM crate _ 2020-05-25 18:22:06 +0000
  • cdea0ffbea Blank windows _ 2020-03-26 01:52:57 +0000
  • 198254aa79 Copy in physics functions from a 2018 project _ 2020-03-26 01:27:26 +0000
  • 1c4edfbcd1 Text rendering works, though it's still ugly _ 2020-03-15 18:44:05 +0000
  • 6602e36e5b 🚧 Working on the text stream code _ 2020-03-15 18:14:09 +0000
  • 26fc58cdd0 🚧 Need to remember how pixel-perfect text works _ 2020-03-15 16:37:37 +0000
  • 7e8902a040 🐛 Fix scale factor on the airplane _ 2020-03-15 15:58:45 +0000
  • 18dffdc871 🐛 Fix a bug in gl_state and start prototyping monospace font for UI _ 2020-03-15 01:04:44 +0000
  • 51074df84c Add the lookaround feature _ 2020-03-11 03:49:10 +0000
  • 754fd681c0 I guess it makes more sense with all-quadratic drag _ 2020-03-11 03:41:58 +0000
  • ae19b8bb93 Trying to get the flight physics to feel right _ 2020-03-11 02:26:46 +0000
  • a6c4ebff39 ♻️ refactor _ 2020-03-10 12:47:21 +0000
  • 7f15b34591 At this point I need to hook up a gamepad _ 2020-03-09 02:59:17 +0000
  • 8c32e3674d Flying the plane around without proper physics _ 2020-03-09 02:00:43 +0000
  • 372761c1b2 Switch free flight mode to quaternion _ 2020-03-09 01:53:08 +0000
  • 3d9f8e1a13 The two modes are working okay _ 2020-03-09 01:33:27 +0000
  • d39276d93f Prepare to add a flight mode _ 2020-03-09 01:10:15 +0000
  • 61a5aae607 Swap in airplane model and do other fun stuff _ 2020-03-09 00:53:08 +0000
  • 0abfb67251 Start to sketch out the idea I had _ 2020-03-09 00:28:00 +0000
  • 8a6d5518f1 Start to rig stuff for the aerodynamics test I wanted to make in the first place _ 2020-03-09 00:18:23 +0000
  • afb0238c1b 🚧 still improving the pass system _ 2020-03-08 19:32:02 +0000
  • 9e74609eb1 Use the passes system _ 2020-03-08 18:33:57 +0000
  • 7b140301c3 🚧 checkpoint _ 2020-03-08 18:21:32 +0000
  • 838226b2de 🚧 Work on pass manager idea _ 2020-03-08 18:08:22 +0000
  • 1a42b60f71 ♻️ Extract GameGraphics struct _ 2020-03-08 17:20:49 +0000
  • 1560b2d3cd ♻️ Extract shader_closure.rs _ 2020-03-08 17:07:13 +0000
  • 56bc305f00 🚧 checkpoint _ 2020-03-08 16:56:20 +0000
  • 4faa272877 Fix the debug arrow lighting too _ 2020-03-08 06:02:02 +0000
  • 5b1b59db5e Beautiful badly-lit debug arrows _ 2020-03-08 05:52:26 +0000
  • 00a51efb19 ♻️ _ 2020-03-08 05:26:11 +0000
  • 6c964c2dd2 ♻️ _ 2020-03-08 05:23:15 +0000
  • fcac505286 ♻️ _ 2020-03-08 05:13:50 +0000
  • e751288dee ♻️ _ 2020-03-08 05:06:19 +0000
  • 0db0df9e0e Switch attributes to use iota in a complicated way _ 2020-03-08 04:55:04 +0000
  • cd4a66d764 🚧 checkpoint _ 2020-03-08 04:40:15 +0000
  • 07d925dc1e ♻️ _ 2020-03-08 04:17:57 +0000
  • 61988a61ce ♻️ Make it harder to access the wrong shader vars by accident _ 2020-03-08 02:53:02 +0000
  • b8e0429095 Remove unwraps from library code _ 2020-03-08 02:32:17 +0000
  • e980599347 ♻️ Allow models to render all their meshes in a batch _ 2020-03-08 01:59:44 +0000
  • 04328b3564 ♻️ refactor mesh loading _ 2020-03-08 01:45:35 +0000
  • e4f8d3e1b3 Got the _good_ stencil shadows going _ 2020-03-07 15:05:59 +0000
  • 376b06abc3 Make it look better _ 2020-03-07 14:16:51 +0000
  • 18da547bc5 Made some awful shadows _ 2020-03-07 03:36:05 +0000
  • e5b6d7839a Add func to retrieve mesh names _ 2020-03-07 02:23:23 +0000
  • cd46a8dfcb Fix clippy lint _ 2020-03-07 02:23:09 +0000
  • 24418bfa55 ♻️ Extract gpu_buffers.rs and renderable_model.rs _ 2020-02-17 03:06:52 +0000