Zed A. Shaw
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a71d6340db
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Tests now run the repair() step.
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2026-03-13 00:36:49 -04:00 |
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Zed A. Shaw
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e6fcbd8dcf
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Maze gen can now more efficiently produce an interesting map that is fully pathable.
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2026-03-12 00:54:34 -04:00 |
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Zed A. Shaw
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f85ae8a6c6
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Better map generation and a test that re-rolls maps that aren't valid to figure out the stats of map gen failures.
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2026-03-11 12:31:51 -04:00 |
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Zed A. Shaw
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8090251a71
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I can validate that a map is pathable, but can't fix it.
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2026-03-10 00:42:58 -04:00 |
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Zed A. Shaw
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74f92dfe2c
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Gave up on adding a buffer and I'll just let rooms be near eachother. Seems to produce interesting results anyway.
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2026-03-09 11:12:26 -04:00 |
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Zed A. Shaw
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8b129aea6b
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More refinement of the maps. Now the inner box won't have rooms in it and I can mark a region free of rooms. Rooms also have a guaranteed door.
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2026-03-08 12:25:40 -04:00 |
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Zed A. Shaw
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87a1193a4a
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Tone down the map gen tests.
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2026-03-08 03:31:18 -04:00 |
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Zed A. Shaw
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fb41c153c1
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With some help from chat I sorted out how to randomize rooms without overlap.
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2026-03-08 03:28:49 -04:00 |
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Zed A. Shaw
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47c0d4a5f0
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Initial fix for large center rooms not having entry exit.
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2026-03-07 00:10:42 -05:00 |
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Zed A. Shaw
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da7f24c126
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Fix the const.
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2026-03-06 11:52:52 -05:00 |
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Zed A. Shaw
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13d1f54f09
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By compiling the code into a .a file I can avoid meson's weird duplication of compiled .o files, cutting build times in half on average.
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2026-03-06 11:26:44 -05:00 |
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Zed A. Shaw
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f0b04107ab
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Best I can do to simplify the check(fmt::format)crap is to make a little macro to do the format part.
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2026-03-05 12:39:22 -05:00 |
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Zed A. Shaw
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6710469ee1
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First attempt at cutting down the amount of recompiles for the tools, but maybe I just have meson only build the tool when I run it?
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2026-03-04 00:09:25 -05:00 |
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Zed A. Shaw
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56b4580466
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Moving to a 'less constructors' style.
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2026-03-03 23:55:28 -05:00 |
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Zed A. Shaw
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ea791270b3
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Move to c++23 and clean up of raycaster.
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2026-03-03 23:33:32 -05:00 |
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Zed A. Shaw
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403d2bd7ce
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Improved make money command.
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2026-03-03 22:47:54 -05:00 |
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Zed A. Shaw
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91ab5eb624
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Some more rayview cleanup.
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2026-03-01 14:04:22 -05:00 |
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Zed A. Shaw
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dd3952d5c1
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Refactor the raycaster to separate update from render.
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2026-02-28 12:22:03 -05:00 |
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Zed A. Shaw
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36efdc91aa
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Don't need tracy.
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2026-02-28 11:00:06 -05:00 |
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Zed A. Shaw
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0ff5fd1980
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First step to a normal update/render loop.
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2026-02-28 10:59:28 -05:00 |
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Zed A. Shaw
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46c6fce47e
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Simple fix to make the story and boss fight scenes work.
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2026-02-28 10:46:51 -05:00 |
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Zed A. Shaw
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ff3a6c4a85
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Don't need this.
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2026-02-27 22:12:55 -05:00 |
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Zed A. Shaw
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5179f1c781
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Final move of files to a better place. Only thing in the root is very common stuff.
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2026-02-27 15:10:17 -05:00 |
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Zed A. Shaw
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ebe84c4d78
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Most files moved, now the stragglers.
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2026-02-27 14:48:16 -05:00 |
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Zed A. Shaw
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f460add0af
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Graphics reorg done.
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2026-02-27 14:11:13 -05:00 |
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Zed A. Shaw
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86a9f815c1
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animation and lights moved to graphics
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2026-02-27 13:57:44 -05:00 |
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Zed A. Shaw
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229ad2dd95
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Textures and palette moved to graphics.
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2026-02-27 13:09:44 -05:00 |
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Zed A. Shaw
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b91e9ffaf6
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Algos directory is setup.
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2026-02-27 12:07:01 -05:00 |
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Zed A. Shaw
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0064664556
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Matrix moved.
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2026-02-27 11:43:14 -05:00 |
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Zed A. Shaw
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5863920105
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Combat is now working.
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2026-02-27 11:28:56 -05:00 |
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Zed A. Shaw
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13ec422aae
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AI is now moved.
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2026-02-27 11:21:42 -05:00 |
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Zed A. Shaw
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1d4ae911b9
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Files are now in a src directory and I'm using a src/meson.build and tests/meson.build to specify what to build.
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2026-02-27 10:49:19 -05:00 |
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Zed A. Shaw
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4778677647
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Remove tracy, not using it.
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2026-02-27 10:17:44 -05:00 |
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Zed A. Shaw
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9e8816181d
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Not using tracy.
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2026-02-27 00:13:19 -05:00 |
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Zed A. Shaw
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b61dd167b8
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Needed to remove more dead code.
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2026-02-27 00:08:29 -05:00 |
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Zed A. Shaw
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03be0884a4
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Clean up the source tree before reorganizing it.
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2026-02-26 23:43:30 -05:00 |
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Zed A. Shaw
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779599f030
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Entities in the world are now animated like before using the new animation system.
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2026-02-25 12:13:43 -05:00 |
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Zed A. Shaw
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594be65f45
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Refine how the raycaster.cpp uses animations so there's less back-and-forth on the intrect.
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2026-02-24 22:51:55 -05:00 |
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Zed A. Shaw
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cded8a937e
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Animations are working better in the raycaster but still need refinement.
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2026-02-24 13:42:29 -05:00 |
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Zed A. Shaw
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81a282d544
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Finally renamed animate2 to animation thus completing the refactor. There's still things to do to make the new animation actually work though.
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2026-02-24 11:36:57 -05:00 |
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Zed A. Shaw
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83f62e3f45
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Move the step_animation out of the animate2 module since it's only used in raycaster.cpp.
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2026-02-24 11:14:16 -05:00 |
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Zed A. Shaw
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89ca204f3d
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Now the Animation system is no more. Next is cleaning up the quick hacks I needed to finally get rid of it, like animate2::has.
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2026-02-23 23:41:14 -05:00 |
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Zed A. Shaw
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b504afef2a
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The ritual blanket now has the new animation and gained the ability to play the animation reversed for the closing animation.
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2026-02-23 12:05:56 -05:00 |
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Zed A. Shaw
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1a9c395ae6
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Hand animation is now converted.
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2026-02-23 11:27:54 -05:00 |
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Zed A. Shaw
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e3065f7add
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Cleaning out stray animation.hpp files to make finding usage easier.
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2026-02-23 00:21:57 -05:00 |
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Zed A. Shaw
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0fefc83c36
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stories.json now encodes the duration for a transform so that the time code of the event isn't also controlling the time that the transform runs.
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2026-02-22 23:40:00 -05:00 |
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Zed A. Shaw
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088f9e022e
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Refactor the story->camera converter to be a part of the camera.
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2026-02-22 23:02:02 -05:00 |
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Zed A. Shaw
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024d0cfae7
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storyboard::UI now adapts the camera to fit the story beats, but really story should do that.
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2026-02-22 12:14:42 -05:00 |
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Zed A. Shaw
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d56b4bd335
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Added invariants to the Sequence to hunt down a bug in the tests but I'll leave it there for future testing.
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2026-02-21 13:24:39 -05:00 |
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Zed A. Shaw
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1baca783fc
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Sorted out the animation vs. easing contradiction I believe. Now there's a separate easing_duration that's calculated from the total duration of all frames. Then a easing_position determines where in the total the animation is, which is fed to the asing functions as a ration of easing_position / easing_duration.
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2026-02-21 01:57:33 -05:00 |
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