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2021-12-25*: introduce a projection matrix and winmodesrev3Vito Caputo
The bulk of this is mechanical wiring up of a projection_x to all the nodes. But this also introduces maintenance of the projection_x, with aspect-ratio preservation in two of the modes: WINDOWED and FULLSCREEN, with the previously default stretched-to-fill fullscreen mode now relegated to a third FILLSCREEN winmode. The default at startup is now an aspect ratio-preserving windowed mode. Simply press the 'f' key at any time to cycle through them. This was mostly done in sars to provide a source-available test for reproducing a fullscreen SDL2 bug I filed @ https://github.com/libsdl-org/SDL/issues/5139 Otherwise it's pretty silly to bother with doing anything on sars... but it is a handy little mule for such things.
2021-12-12README: update to reference builds and pouetVito Caputo
There was mention of an intention to add these in the README, but never followed up. Previously one had to find the pouet entry and follow the download link to find assets for a self-made build.
2020-05-30libstage: bump libstage versionVito Caputo
Newer libstage cleans up the parent/adopt conf naming a bit, fixup relevant call sites to reflect that.
2020-05-13game: simplify pad_free() usageVito Caputo
Cosmetic change getting rid of a FIXME from the code
2020-05-13libix2: bump submodule for new libpad pad_free()Vito Caputo
2020-04-24tex: clamp to a transparent texture borderrev2Vito Caputo
Even with the MSAA off there were occasional fringes showing up, turns out it's because of the default GL texture wrap mode.
2020-04-22sars: disable MSAAVito Caputo
This is vestigial from Eon and doesn't benefit sars, and seems to be introducing corruption on the transparent fringes of the sprites.
2020-04-22sars: s/Eon/sars/Vito Caputo
Never updated the window title after ripping this from the Eon initialization boilerplate
2020-04-21game: some comment cleanupsVito Caputo
Some substitution errors, some stale stuff, some unnecessarily conversational crap resulting from drunk overnighter coding.
2020-04-21game: trivial formatting consistencty fixesVito Caputo
just some missing whitespace
2020-04-21game: fix typo in any_aabb initializationrev1Vito Caputo
Missing comma silently resulted in aabb_any.min.x == -2 Excellent example of how using the same syntax for negative and the subtraction operator creates opportunity for silent bugs. This is the first time this particular thing has bitten me, doing mostly systems programming throughout my life I haven't dealt much with negative values and certainly not frequently initializing bags of them as is common in game development. This bug is why the collision hit boxes seemed so huge, it was only on the horizontal axis, and actually just the minimum side but in-play it appears to be both since there's always a minimum involved on a horizontal collision. Sigh.
2020-04-21game: use stage_conf_t.adopt in remaining conversionsVito Caputo
Missed two first time around
2020-04-21m4f: fix typo in unused m4f_mult_v4f()Vito Caputo
2020-04-21game: skip m4f_identity() calls via NULL first paramVito Caputo
The m4f_3dx.h helpers know to give an identity on NULL... No functional difference, just removing some kruft.
2020-04-20game: use stage_conf_t.adopt in conversionsVito Caputo
Rather than a new-then-free dance this avoids creating a new stage_t altogether by installing the new object into the existing one via the stage_conf_t.parent pointer combined with adopt flag.
2020-04-20libstage: bump libstage versionVito Caputo
during development I was annoyed by the lack of a stage replacement at stage_new() mechanism. So a stage_conf_t.adopt flag has been introduced in upstream libstage, and I will switch to it in a following commit.
2020-04-20README: mention `git clone --recursive`blender-2020Vito Caputo
2020-04-19README: add a rudimentary README fileVito Caputo
2020-04-19src: implement a game for Blender 2020Vito Caputo
The theme of this Blender was: Monkeys / Rescuing / Between Realities With all the COVID-19 stuff going on, it seemed like a fun way to lighten things up a bit to make something where a monkey runs around trying to rescue child monkeys from coronaviruses moving across the playfield. In keeping with the theme, to rescue the helpless monkeys you take them to a different reality by carrying them off the window/screen. As infections increase the field becomes crowded with viruses until your player becomes infected through contact, ending your game. This was written quickly kamikaze style overnight. Some scaffolding bits came from past projects of mine like the vector headers, shader and texture node building blocks, and the plasma effect has been used a few times now and originally was derived from some gpu programming tutorial if memory serves. I just wanted to put something in the background for this strange reality. This is the first time I've used libplay, in fact, it was basically slapped together last night at the start of this to avoid having to do all that SDL initialization all over again. The unique meat of this work is in game.c, there isn't really all that much to this game though. It's not pretty code, but it works well enough and this task served as a useful exercise of trying to get some quick game dev done using this collection of facilities. Most the heavy lifting comes from my reused libraries which are slowly evolving into something somewhat effective for simple game development. Enjoy, and happy hacking!
2020-04-19gfx: ANSI screengrabs .png->.c textures via GIMPVito Caputo
Cranksy kindly provided a bunch of graphics for this collaboration, mostly ANSI-derived but we'll treat them as pixel art. My understanding is this is a mix of ripped stuff and some original work, it's nothing crazy - just something usable on short notice for the 24hr IRC compo this is being made for. I'm committing all the graphics separately so the big code commit isn't badly polluted by the gfx bulk
2020-04-19src: add a basic OpenGL2.1 foundationVito Caputo
Just a bunch of shit that doesn't really do much more than produce an executable yet.
2020-04-19libix2: add libix2 submoduleVito Caputo
Add libix2 2D quadtree spatial index submodule, we need some quick 2D spatial searches for collision detection
2020-04-19libplay: add libplay submoduleVito Caputo
Pull in libplay for some timers, music smarts, SDL initialization and general structure
2020-04-18libstage: add libstage submoduleVito Caputo
Pull in libstage for a drawing list
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