m
f6b6293532
Removes the test alog, cleans up some renderer stuff, starts work on cellular automata, closes #14
2023-07-23 10:58:01 -04:00
m
abf3e3a719
Cleaned up drunken walk, closes #11
2023-07-23 01:03:10 -04:00
m
d7fa6069f8
Drunken walk working but needs some updates as it can go 'off map' and then walk back in, effectively
2023-07-23 00:57:19 -04:00
55e2186c86
Merge pull request 'feature/rla-7_Logging' ( #10 ) from feature/rla-7_Logging into master
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Reviewed-on: #10
2023-07-19 02:01:13 +00:00
m
dbf0458f82
Adds engine configurable minimum logging level, closes #7
2023-07-18 22:00:20 -04:00
m
f71ecc432a
Adds basic logging setup using a static logger and a few logging levels
2023-07-18 21:56:06 -04:00
8f454f6cdc
Merge pull request 'Switches to a rendering pipeline with separated out steps, closes #8 ' ( #9 ) from feature/rla-8_RenderingPipeline into master
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Reviewed-on: #9
2023-07-18 22:38:12 +00:00
m
ec07eeda57
Switches to a rendering pipeline with separated out steps, closes #8
2023-07-18 18:36:38 -04:00
m
16ca6de3d4
Switch to vcpkg from Conan after something broke our build and the Conan support in clion seems outdated
2023-07-17 23:35:05 -04:00
a01ff2ec0e
Renderers no longer have an init function and are expected to be prepared in their constructor (whatever it is)
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We can do something similar for input processor (probably a good idea?) or go with the plan for game and use a template, engine can know about the renderers as long as it treats them as generic pointers, but shouldn't know about the game
Game can either be a templated make_unique or we can just enforce a game class naming
Or pass game in at start loop
2022-01-20 08:49:32 -05:00
bc6fa836b0
Moved out renderer to being selected in engine constructor based on a parsed enum. Next is to have the renderer initialize in constructor, and probably make game into a templated parameter that does the same along with input processor
2022-01-20 08:20:17 -05:00
1a917af13c
fixed several memory leaks caused by not including virtual destructors, added a config for the visualizer, next up is lua
2021-12-22 12:33:47 -05:00
00abbbebbd
Fixed an issue with lua context manager, tested to make sure it worked, started a document for the algorithm lua structure, updated engine loop
2021-12-12 23:36:13 -05:00
8213dd8cb3
started pulling in lua stuff, fixed an issue with camera range
2021-12-12 17:17:09 -05:00
d5fd89e228
ranges done, cool stuff
2021-12-12 12:06:31 -05:00
f360be0c8d
About to test out ranges of points
2021-12-12 10:42:53 -05:00
cd37945791
Added some helpers to camera and range lib to replace the standard ranges library due to some issues clangd has with the gcc implementation
2021-12-12 03:48:56 -05:00
a328246a1e
added support for smaller maps than the window
2021-12-11 22:00:21 -05:00
2308ef4eb2
Camera implemented
2021-12-11 21:32:43 -05:00
10e2b3c538
Added default font and exception throwing to replace some nullptr returns
2021-12-11 12:10:56 -05:00
d2826f08fe
color keying for sprite sheets and properly keyed texture map params
2021-12-10 11:53:07 -05:00
ea172110ea
switched up some pointers to shared, added some more rendering example
2021-12-06 23:38:36 -05:00
994a128c14
Input processor interface and sdl implementation added, now frees text textures after displaying text, need to look into caching so we can let manager handle it
2021-12-06 14:54:11 -05:00
26b341ee63
sprites and ttf work
2021-12-05 22:24:10 -05:00
3ba9364e75
readme.md
2021-12-04 10:14:16 -05:00
3473e3dab7
texture manager, going to pull out into a resource manager
2021-12-04 09:09:59 -05:00
7b2a0719b1
initial commit
2021-12-03 19:45:52 -05:00