Zed A. Shaw zedshaw
zedshaw pushed to master at games/raycaster 2026-02-22 17:14:48 +00:00
024d0cfae7 storyboard::UI now adapts the camera to fit the story beats, but really story should do that.
zedshaw pushed to master at games/raycaster 2026-02-21 18:24:45 +00:00
d56b4bd335 Added invariants to the Sequence to hunt down a bug in the tests but I'll leave it there for future testing.
zedshaw pushed to master at games/raycaster 2026-02-21 06:57:40 +00:00
1baca783fc 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.
zedshaw pushed to master at games/raycaster 2026-02-20 16:12:42 +00:00
0c798c9e0d Fixed the way scene updates, but it's still not connecting the ticks to the updates in animation.
zedshaw pushed to master at games/raycaster 2026-02-20 15:33:11 +00:00
32e9c65331 First implementation of doing the usual update/render dance.
zedshaw pushed to master at games/raycaster 2026-02-20 05:15:25 +00:00
364f66bffb Camera is now using Animate2 and it's mostly working, but there's a few more refactors needed.
zedshaw pushed to master at games/raycaster 2026-02-17 05:55:48 +00:00
46cc21ec7b Camera is now using animate2 but isn't actually using it yet. Just converted.
zedshaw pushed to master at games/raycaster 2026-02-16 03:53:02 +00:00
7bf7b25a10 Make the player just stand instead of bounce.
zedshaw pushed to master at games/raycaster 2026-02-15 17:04:59 +00:00
f8a8033890 Arena is working with the new animate2 but boss/fight.cpp needs a complete overhaul.
zedshaw pushed to master at games/raycaster 2026-02-14 04:57:22 +00:00
ba91929bfd Everyone has different animations, but they tend to cancel each other out. Need to refine it next.
zedshaw pushed to master at games/raycaster 2026-02-14 04:31:05 +00:00
458bf7e25e Scene now renders correctly, but I need to pull out the json in config_scene_element and make a component that's loaded.
zedshaw pushed to master at games/raycaster 2026-02-13 17:38:31 +00:00
2cef58be69 Found it. I was taking a reference to a function pointer that was on the stack.
zedshaw pushed to master at games/raycaster 2026-02-13 16:10:22 +00:00
2484802d93 Torches are now flipped, but next is that same crash.
zedshaw pushed to shock_the_monkey at games/learn-vulkan 2026-02-13 04:24:29 +00:00
c821ab52a1 ImGUI is now gone.
zedshaw created branch shock_the_monkey in games/learn-vulkan 2026-02-13 04:06:34 +00:00
zedshaw pushed to shock_the_monkey at games/learn-vulkan 2026-02-13 04:06:34 +00:00
196b3098e8 Fix the memory error by adding the mesh to the main delete queue.
zedshaw pushed to master at games/raycaster 2026-02-12 17:59:42 +00:00
0e8b661273 Figured out the crash, but want to see what valgrind would say.
zedshaw pushed to master at games/raycaster 2026-02-11 18:57:26 +00:00
aaf5aa4165 Arena is now using the new animate2 but needs to be fixed.
zedshaw pushed to master at games/raycaster 2026-02-11 18:01:03 +00:00
547e8ec993 The animation tool now works and I used it to design an idle animation with the classic bounce.
zedshaw pushed to master at games/raycaster 2026-02-09 18:58:35 +00:00
80f100f223 Can now apply a shader using the animation's timer but not sure if there should be shaders on animations or outside or both.