Pages: « Previous 1 2 3 4 5 6 Next »
Summary Period: 2003-11-07 to 2003-10-17 (Commits 106-155 of 255)
platelets fade in & out
8 lines of code changed in:
changed platelet speed, and fixed bug that wasn't rendering center platelet
4 lines of code changed in:
A new mouse handling method... We'll try it out and see if we like it, but it prevents getting stuck on one of the axes...
29 lines of code changed in:
I'm now drawing only a certain number of rings from the camera... this saves us *lots* of time in rendering, and with the fog, its barely noticeable....
8 lines of code changed in:
Removed some debugging "cout"s.....
0 lines of code changed in:
Lighting and fog changes...
4 lines of code changed in:
Removed some debugging code that slows things down...
0 lines of code changed in:
platelets follow player in both directions, and I changed their color
25 lines of code changed in:
crashes less than before... again
platelets look much cooler
10 lines of code changed in:
updated track and fixed virus collisions
6 lines of code changed in:
crashes less than before
8 lines of code changed in:
fixed platelet crash bug and made platelets move
2 lines of code changed in:
changed getParameterPose to getOffsetPose
Platelet problem causes crash on startup, committing so we can debug
46 lines of code changed in:
Added getOffsetForPoint method....
32 lines of code changed in:
updated virus collision delay code
3 lines of code changed in:
updated green hud glow to be brighter and longer
2 lines of code changed in:
updated virus collision so that you only get damaged once a second
12 lines of code changed in:
game ends when time runs out
4 lines of code changed in:
changed menu so it would compile.
changed deathscreen and track so the game would reload properly.
60 lines of code changed in:
I did some work on the game state code. Game states now have their own input processing capabilities: they can access current input status from the input manager, and the input manager can send them events.
168 lines of code changed in:
Made even fewer tube segments. We can tweak this stuff more later to improve performance.
1 lines of code changed in:
Added an empty line make code easier to read :-)
1 lines of code changed in:
added Platelets class, which stores all the platelets as billboards, later it will make them flow and manage visibility.
slight changes in other classes to test platelets
192 lines of code changed in:
slight change to billboard drawSelf
6 lines of code changed in:
added billboard class for making bullets, splatters etc. that can rotate and fade.
testing: put 10 random colored square billboards around the origin
121 lines of code changed in:
Slowed down the mouse smoothing again. Maybe I need to rework the smoothing algorithm, since it seems to break at extreme differences in FPS.
1 lines of code changed in:
added cell 3 texture for red cell (maybe)
changed static blend style
12 lines of code changed in:
Some stupid changes to the way the red cell looks, but I'll go back and fix them later.
9 lines of code changed in:
Added red blood cell.... I really have to work on how it LOOKS, though... switching to linear lighting is much better for the red cells, since it shows the detail better... But, maybe we need a different lighting model altogether for the red cells?
112 lines of code changed in:
I'm tired of virtual functions... Sometimes we use them right, and its okay... sometimes we overuse them, and we get creepy bugs. So, I took out most of the virtual functionality in the RigidBody class in an effort to trap some of these sphere-sphere collision bugs that we're having now.
14 lines of code changed in:
White blood cells are white again... the way they look, it doesn't really matter whether lighting is on or not... so I disabled it to get rid of the red glow that they get.....
I think we need to design better white blood cells... better game objects, period.
4 lines of code changed in:
Little bug that caused a crash on Windows at startup... I was accessing memory that I shouldn't have been :-P
Funny how, with all of that amazing training that we get in school, we still make stupid mistakes like this.... At least it was easy to find!
2 lines of code changed in:
Slight changes to the look of the game... Red ambient color gives cool red glow to the tubes!
10 lines of code changed in:
Some scene sorter optimizations... so, its probably bad design to draw the track in the PHSceneSorter class, but hey, it works....
We're drawing indexed vertex arrays now for the track, so the way is paved for the Apple VARs on MacOS X and for VBOs on the PC version... I just have to get around to implementing it :-P
Things are actually running much faster than I expected with the standard glDrawElements calls.... I guess the graphics driver is better than I thought about optimizing those array copies....
Boy, do we have lots of work to do on the way this game looks.....
110 lines of code changed in:
added red cell class that does nothing
moved shapeInfo and colliderName into RigidBody from all its subclasses
84 lines of code changed in:
new static texture with fun scanlines
changed static texture coordinates back to resolution-independent
4 lines of code changed in:
resolved conflict in PHHud.cpp
3 lines of code changed in:
Removed the old typemanager files from the root directory, where they shouldn't be...
0 lines of code changed in:
Until I can figure out whether or not to keep the scene sorter, I'm moving back to the old rendering code...
8 lines of code changed in:
Added an aggressive new renderer for the track... We may fall back later, since this is SLOW, but there's plenty of room for optimization, so if I can fix the speed issue, this allows us to do a lot of fancy effects later.
232 lines of code changed in:
Added white blood cell and virus locations to the track file. We can elaborate on this later, but now these things are created and stored in PHTrack.
96 lines of code changed in:
Some code cleanup. Camera can now track virus properly, too... its kinda fun to try it out.
7 lines of code changed in:
Some updates on the WirePCC code to keep it compatible with all of the projects I use WirePCC on.
71 lines of code changed in:
Added state change for death screen, but its commented out for now.
4 lines of code changed in:
*** empty log message ***
3 lines of code changed in:
Oops... Forgot to ADD the PHTypeManager class to the repository. Here it is!
64 lines of code changed in:
More game state work.
6 lines of code changed in:
Changed PHRenderer to be named PHGameState, so we can better abstract the seperate states such as the main menu, game, etc.. and their functions, such as input handling, rendering, etc.
47 lines of code changed in:
Changed texturemanager loadTexture() function to load with GL_CLAMP_TO_EDGE, which is usually most useful for non-repeating textures.... There is a new function, loadRepeatingTexture(), which loads with GL_REPEAT if that's what you need.
16 lines of code changed in:
Added type manager... We need to use the same APTextureFont instance to render all type in the same font! That was the slowdown on the death screen... You were creating a new APTextureFont every frame, it was uploading a new font texture to the graphics card, nothing was ever deleted, etc....
22 lines of code changed in:
Pages: « Previous 1 2 3 4 5 6 Next »
Generated by StatCVS 0.2.2