d82afe49d0
Add memory allocation tracking data to debug state
2016-07-09 21:42:36 +10:00
54ecddad2f
Add function call counting to debug infrastructure
2016-07-09 20:59:54 +10:00
1f364f7024
Update debug data architecture and methods
2016-07-09 20:46:04 +10:00
ea50aeb44e
Allow color modulation of sprites, refactor renderer init
2016-07-09 16:08:03 +10:00
ebcdd779b9
Lock camera to the bounds of the world
2016-07-08 21:21:49 +10:00
f6ada44b41
Add rudimentary camera and side scrolling support
2016-07-08 21:06:43 +10:00
ad48dd5062
Add notion of entity type identifier to entities
2016-07-08 17:54:56 +10:00
fa7947fb90
Abstract add entity and animation into functions
2016-07-08 17:44:41 +10:00
c9fc34aee1
Move rendering of tiles into rendering of entities
...
Downgraded background rendering to each tile individually (no batching)
temporarily such that we can render all entities in one function.
2016-07-08 16:09:18 +10:00
46629a489a
Add debug rendering, fix misaligned pos render bug
...
Rendering using a non-default quad specifies normalised coordinates
relative to the frame buffer size. Hence each render of these frames
should origin from (0,0) any other value is invalid.
2016-07-08 02:45:37 +10:00
13a2152bf6
Correctly align text rendering to baseline
2016-07-07 22:30:06 +10:00
5ef54e16be
Improved string rendering with text advance metric
2016-06-30 00:14:07 +10:00
d8ee46611f
Renderer calculates NDC coordinates from screen coords
2016-06-29 20:44:35 +10:00
fa83daac60
Text rendering to screen, assetmanager merged to gamestate
2016-06-29 18:23:51 +10:00
e03d3fd14a
Rudimentary font rasterisation at runtime with STB
2016-06-29 03:17:03 +10:00
76d6dfcf2f
Change notation for dengine headers
2016-06-28 16:00:03 +10:00
f53325cc6a
Batch tiles to single vbo at render pass
2016-06-28 02:28:57 +10:00
e638724c75
Add tile grid and atlas concept to game
2016-06-25 21:23:15 +10:00
b7063963b8
Add basic AABB collision detection
2016-06-25 19:12:25 +10:00
7acf36cd59
Basic multi animation support, with walking transition
2016-06-23 21:34:38 +10:00
7a2dc3da41
Add game entity list rendering, create animations
2016-06-23 18:40:00 +10:00
d44ddf9371
Sprite switches direction, update vbo on render
2016-06-19 00:34:20 +10:00
bb57f080c9
Draw sprite from offset into tilesheet
2016-06-18 20:45:14 +10:00
753d700ca6
Complete port over to C, replace glm math lib
2016-06-18 19:12:09 +10:00
d4117ea729
Start math library by preprocessor templating
2016-06-18 03:15:02 +10:00
6251e105c8
Remove stdstring, use platform layer to open files
2016-06-18 02:01:43 +10:00
3c51010e77
Port project over to C, some C++ left
2016-06-18 00:40:40 +10:00
bcb847c18c
Add acceleration to movement code
2016-06-17 18:11:23 +10:00
9861a02ed1
Add frame limiter, update glfw to 3.2
2016-06-17 03:00:11 +10:00
5cebf9ad0d
Build world model in engine
2016-06-17 00:14:58 +10:00
68c53dad0a
Switch to sprite renderer
2016-06-09 15:49:03 +10:00
60fcecab0e
Apply const correctness to project
2016-06-08 17:29:16 +10:00
a01c597340
Migrate game code into game.c
...
Separate the game code from the engine code
2016-06-08 02:02:58 +10:00
6f7f9fa50a
Sprite uses unique vao for rendering
...
Remove notation of "m" in member variables.
2016-06-08 01:35:00 +10:00
761609e1f9
Add sprite functionality, doesn't render yet
2016-06-07 23:54:14 +10:00
864dca6f3d
Add basics for breakout game, separate tutorial code
2016-06-05 17:54:41 +10:00
7295d4712c
Abstract asset loading to asset manager
2016-06-04 22:42:22 +10:00
540b871c58
Add camera linear rotation
2016-06-03 17:05:28 +10:00
04e9f7bf85
Initialise repo
2016-06-03 15:07:40 +10:00