minjaesong
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d13c74dc0c
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histogram to display UV values
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2019-02-04 05:23:07 +09:00 |
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minjaesong
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1e4e4d2b94
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blocksdrawer use offsetted time_t
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2019-02-02 01:08:14 +09:00 |
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minjaesong
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f712c143d0
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#21, also making seasonal grasses easier on PSD
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2019-02-01 18:47:02 +09:00 |
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minjaesong
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2610f44697
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wall block item to use its own texture (for real)
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2019-02-01 17:28:08 +09:00 |
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minjaesong
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e2dec79ca5
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terrain texture change by all seasons
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2019-02-01 15:59:54 +09:00 |
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minjaesong
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7f7c31d27f
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nice try, but it crashes the gpu AND I get <1 fps :(
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2019-01-29 17:35:56 +09:00 |
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minjaesong
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882cd86dd4
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wrong colour fixed -- Gdx.Color.toIntBits() returns ABGR, GLSL expects RGBA
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2019-01-29 03:04:01 +09:00 |
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minjaesong
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b842780761
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gpu rendered light wip
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2019-01-29 02:21:22 +09:00 |
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minjaesong
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1ffa71215a
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amount of fluid affects the light absorption
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2019-01-27 16:58:29 +09:00 |
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minjaesong
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50d883260c
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so not making new objs frequently does make it bit faster...
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2019-01-27 02:09:20 +09:00 |
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minjaesong
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02f9a5e127
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light calc takes fluid into account
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2019-01-27 00:30:56 +09:00 |
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minjaesong
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e5fec2c22c
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implementing the iconic 'lag behind' camera the right way
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2019-01-22 05:46:26 +09:00 |
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minjaesong
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42812b8186
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parallel light always does this random noise
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2019-01-18 04:24:14 +09:00 |
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minjaesong
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ff0dade5c8
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f
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2019-01-18 03:14:37 +09:00 |
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minjaesong
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a379c7dea8
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light: seems like the problem is the ram access time
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2019-01-17 21:08:50 +09:00 |
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minjaesong
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b594c3b053
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still working on light, no improvements perf-wise
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2019-01-17 18:28:43 +09:00 |
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minjaesong
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0397c47aad
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light: lantern lookup should be faster
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2019-01-17 16:06:00 +09:00 |
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minjaesong
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b8bf1d2412
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all my confusions were derived from not wiping old map; fixed things accordingly
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2019-01-17 15:12:52 +09:00 |
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minjaesong
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fdd89b1b76
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light: slightly improved performance with careful skipping
(hopefully...)
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2019-01-17 06:52:04 +09:00 |
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minjaesong
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e40bdfe066
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added some features and comments for coding convenience
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2019-01-17 05:32:52 +09:00 |
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minjaesong
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e844d12aa5
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lol
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2019-01-16 01:23:23 +09:00 |
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minjaesong
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a64da6454b
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See Github issue #15
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2019-01-15 05:50:36 +09:00 |
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minjaesong
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7cd2b55b97
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adding test code to export fboRGB
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2019-01-15 03:02:40 +09:00 |
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minjaesong
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8c4793bea5
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a setup to mitigate directional artefacts in light
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2019-01-15 01:18:54 +09:00 |
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minjaesong
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eb404b7723
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trying to work on issue #15 and I'm stumped
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2019-01-13 23:51:04 +09:00 |
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minjaesong
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865ac11051
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grey box issue fixed (github issue #13)
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2019-01-13 04:06:53 +09:00 |
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minjaesong
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2f335e5c5f
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lightmap edge-case fixed
when camera.x is in -15..-1, all thing shifts to left
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2019-01-11 04:44:52 +09:00 |
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Minjae Song
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a0b773aef2
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WIP platforms, at least "should I collide with this?" is one single function
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2018-12-30 19:50:22 +09:00 |
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Minjae Song
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3765678735
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removed FLUID prop from the blocks
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2018-12-29 21:04:27 +09:00 |
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Minjae Song
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59531ea1ba
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WIP removing fluid marker block
see "work_files/todo_platforms.png"
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2018-12-29 17:04:46 +09:00 |
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Minjae Song
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1163f51c6b
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reduced boot time by not using proper wall tex; darker wall draw
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2018-12-25 16:28:38 +09:00 |
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Minjae Song
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288fa46418
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still cleaning up
Making wall item textures takes SO long
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2018-12-25 15:39:01 +09:00 |
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Minjae Song
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934b252314
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when it's not dev build, title bar shows less info
they take some processing time
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2018-12-25 01:58:18 +09:00 |
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Minjae Song
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46284be77d
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moved things a lot just so that splash screen shows up WHILE things load
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2018-12-25 01:39:22 +09:00 |
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Minjae Song
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ba3e323572
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simplified fluid render
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2018-12-23 02:13:41 +09:00 |
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Minjae Song
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e5ea32ba56
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rendering scheme of the world changed, fluids draw as intended
But my idea wasn't very stellar, *sigh*
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2018-12-22 02:08:08 +09:00 |
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Minjae Song
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92d3c578a9
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prep for fluid exclusive render
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2018-12-19 22:23:50 +09:00 |
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Minjae Song
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597e1acee4
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fluidmap won't have errenous behaviour at the world edge; tga alpha fix
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2018-12-19 01:53:09 +09:00 |
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Minjae Song
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62319ba4d2
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fluid multiplies themselves ?!
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2018-12-17 22:39:19 +09:00 |
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Minjae Song
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8db2405232
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test: tiles tex blend according to seasons
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2018-12-17 04:30:08 +09:00 |
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Minjae Song
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a7d12b2b54
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rename TARGET_FPS to PHYS_TIME_FRAME; shader to use multiple atlas tex; and things
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2018-12-16 15:30:25 +09:00 |
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Minjae Song
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cd752bc763
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at least this fluid sim passes collection assertion codes
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2018-12-16 02:55:12 +09:00 |
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Minjae Song
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8e6fcf0b8a
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bugs on fluid sim, Type is NULL but fill isn't 0/new temporary fluid draw
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2018-12-16 02:10:04 +09:00 |
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Minjae Song
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95245c8945
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replacing water/lava tiles with one fluid marker
actual fluid not implemented
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2018-12-12 20:32:13 +09:00 |
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Minjae Song
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5382c8cece
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fluid layer data and fluid sim specifications
See added note FLUID_SIMULATION
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2018-12-12 18:39:14 +09:00 |
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Minjae Song
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bfea5c9936
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support for screen-overlay actors; buildingmaker has light now
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2018-12-12 02:52:33 +09:00 |
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Minjae Song
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c7d7ae03c0
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nonprivate lateinits are bitch
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2018-12-11 16:39:27 +09:00 |
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minjaesong
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20dfc95d0d
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replaced a hack that starts random game on title screen
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2018-12-08 18:30:10 +09:00 |
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minjaesong
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dffb3f95a2
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Memory leak alleviated FUCK YEAH?
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2018-12-08 04:26:01 +09:00 |
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minjaesong
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7570c9674b
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Update LightmapRendererNew.kt
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2018-12-07 06:15:41 +09:00 |
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