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50 descendants and 50 ancestors of [121d6cd7d6]

2012-08-01
02:37
[99c58514bb] Added hash table library for convenience. (user: donnyjward@gmail.com, tags: c)
01:49
[85cc9e25bd] Added .gitignore for this repository. (user: donnyjward@gmail.com, tags: c)
00:01
[261a447d75] Began implementation of EntityManager using the newly written/tested LinkedList. Does not compile because I have to use the bathroom. (user: donnyjward@gmail.com, tags: c)
2012-07-31
22:45
[37cf0c0e5e] Added failing assertion to remind me until I figure out how to check for memory leaks with gdb. (user: donnyjward@gmail.com, tags: c)
22:01
[ed77df5c05] Added GDB debugging info to each makefile build. (user: donnyjward@gmail.com, tags: c)
21:34
[7698fa8550] Added LinkedList_destroy() test, use external program to check for memory leak. (user: donnyjward@gmail.com, tags: c)
21:33
[db237523ca] Removed NULL setter in LinkedList_destroy() since it doesn't affect the variable from the caller. (user: donnyjward@gmail.com, tags: c)
21:23
[5cec0b08ca] Added missing comment to test (remove functionality of LinkedList was included in the test. (user: donnyjward@gmail.com, tags: c)
21:22
[c1cd3d2f40] Added testing for LinkedList_remove()... tests are successful. (user: donnyjward@gmail.com, tags: c)
21:22
[67da0f7c48] Added remove to LinkedLists (unit testing successful). (user: donnyjward@gmail.com, tags: c)
20:48
[e0a7a68824] Added more LinkedList tests. (user: donnyjward@gmail.com, tags: c)
20:48
[b8fd0e3944] Added size function to LinkedList. (user: donnyjward@gmail.com, tags: c)
20:47
[948d2a1d0d] Seperated unit testing with seperate make target (make test). (user: donnyjward@gmail.com, tags: c)
20:05
[d72bc6096d] Renamed Test to test. (user: donnyjward@gmail.com, tags: c)
19:01
[683bd1e1a6] Added MinUnit unit testing framework for C. Created seperate executable in Makefile for test, and added simple test case (Linked List creation). (user: donnyjward@gmail.com, tags: c)
17:57
[d2eaa6565f] Added simple Linked List implementation, added to Makefile, untested. (user: donnyjward@gmail.com, tags: c)
04:26
[6b30f410ef] Fixed formatting glitch. (user: donnyjward@gmail.com, tags: c)
04:26
[c3def19c53] Added BST skeletons, untested, not currently in Makefile. (user: donnyjward@gmail.com, tags: c)
04:25
[2bec09d353] Implemented Array, untested. Implemented functions to convert void pointers to various primitives. (user: donnyjward@gmail.com, tags: c)
01:01
[1580185143] Engine checks to see if desired new context was created successfully. (user: donnyjward@gmail.com, tags: c)
2012-07-30
23:59
[afe431b7a6] EntityManager is now created and destroyed by Engine module when it is created/destroyed. (user: donnyjward@gmail.com, tags: c)
23:53
[758b0ea89b] Added EntityManager module with basic (read: nonexistant) functionality. (user: donnyjward@gmail.com, tags: c)
23:25
[26cd41e65d] Engine module makes sure it was created before fulfilling a request to destroy itself. It's possible to recreate the engine after destroying it. (user: donnyjward@gmail.com, tags: c)
23:22
[6c783cf266] Engine module now checks to make sure it is only Engine_create()'d once. (user: donnyjward@gmail.com, tags: c)
23:02
[6e65a90235] Added skeleton State module, though I am beginning to wonder if it is even necessary to have a state machine when i already have an entity component system (or rather its implementation is pending). Everything in the game could be represented as entities, even menu buttons for example. And there could be menu systems that operate on entities that have keys matching the signature for menu items (obviously during intense gameplay, there will be no menu entities for the menu system to process). The input system could in essence be something of a state machine, for example creating/waking up menu entities so that now the menu system has something to process. The physics system could perhaps check to see if any menu entities are current before attempting to advance the simulation. These are all just ideas on how I can avoid implementing a discrete State module, and rather just have it implemented as a feature of using entity sytems. (user: donnyjward@gmail.com, tags: c)
21:22
[93fb0b08cf] Made HWND a member of EngineData. Uncommented cleanup code for Engine_destroy(). (user: donnyjward@gmail.com, tags: c)
21:16
[55f3d04f64] Engine module checks for required extensions, tries to create a new 3.x style opengl context, but will revert to the old 2.1 context if this is not possible. (user: donnyjward@gmail.com, tags: c)
21:15
[51163f68dc] Micro cleanups. (user: donnyjward@gmail.com, tags: c)
05:08
[c2d73632dc] Tiny cleanups. (user: donnyjward@gmail.com, tags: c)
05:07
[c36a778f0c] Minor cleanups to Engine (EngineData extra params). (user: donnyjward@gmail.com, tags: c)
04:02
[3f1139865b] Created Engine-global handle to the device context (hdc) and added a couple of OpenGL functions (clear color buffer) to make sure its working. (user: donnyjward@gmail.com, tags: c)
03:51
[54fab47d68] Added GLEW to the project, in the form of glew.h (in MinGW's include directory) and a compiled libglew32.a from source (placed in MinGW's lib directory). (user: donnyjward@gmail.com, tags: c)
2012-07-29
06:40
[6f288168b8] Removed make.bat since I now just created a hard link to mingw32-make.exe (user: donnyjward@gmail.com, tags: c)
06:39
[03278ee8f1] Moved win32 specific window creation and creation of OpenGL rendering context to Engine module. The win32 test file now only contains the WinMain entry point, and must pass the HINSTANCE to the Engine for the game to work. (user: donnyjward@gmail.com, tags: c)
00:55
[099b76d9dd] Created private Device Context and created an OGL Rendering Context. Makefile is now linked to opengl and gdi32(choose/set pixel format). (user: donnyjward@gmail.com, tags: c)
2012-07-28
07:36
[627681fe95] Added a pixel format descriptor. (user: donnyjward@gmail.com, tags: c)
06:24
[13e7170aa1] Created windows are centered in on the screen now. (user: donnyjward@gmail.com, tags: c)
05:53
[6ae9d1d09f] Fixed some bugs. (user: donnyjward@gmail.com, tags: c)
05:51
[93ded3f6ab] Implemented a simple window. (user: donnyjward@gmail.com, tags: c)
03:31
[07e3a99c7c] Renamed test file to be specifically for windows. (user: donnyjward@gmail.com, tags: c)
00:00
[0bc7b5dadb] Added more features to Engine module (mostly getters and setters). (user: donnyjward@gmail.com, tags: c)
2012-07-27
23:20
[55ad9d8cfa] Added placeholder file for bin folder. (user: donnyjward@gmail.com, tags: c)
23:16
[b637ee13e1] Added Engine module. (user: donnyjward@gmail.com, tags: c)
23:15
[a42e035c17] Edited Makefile, it still sucks. (user: donnyjward@gmail.com, tags: c)
23:14
[cdd1c9d022] Added conditional compilation to test program. (user: donnyjward@gmail.com, tags: c)
17:39
[63b221a682] Shuffled some files around. (user: donnyjward@gmail.com, tags: c)
05:32
[7470d82bb6] Added bin folder for compiled binaries. (user: donnyjward@gmail.com, tags: c)
05:31
[d9dd6604cb] ReMoved Makefile (user: donnyjward@gmail.com, tags: c)
05:30
[649ad6e79b] Added Makefile for windows environment + batch file that makes it a bit easier to call make from the command prompt. (user: donnyjward@gmail.com, tags: c)
04:53
[86233ca605] Added maintest as launching point for demos. (user: donnyjward@gmail.com, tags: c)
04:51
[121d6cd7d6] Added preliminary Makefile. (user: Donny, tags: c)
2012-07-26
23:53
[5e538deeed] Cleared c branch. (user: donnyjward@gmail.com, tags: c)
17:28
[0d2a2a6e92] Leaf: Added MQ-9 predator which faces the wrong way. Fixed issue with scaling before transforming that was causing scaled objects to move at scaled speeds. (user: donnyjward@gmail.com, tags: trunk)
16:13
[b254f5d72a] Added missing airplane.obj (user: donnyjward@gmail.com, tags: trunk)
2012-07-25
21:40
[2607e3bd86] Wrote code for Mesh to parse MTL files and stored the materials it provides. Added an airplane model for testing, but it is huge, facing the wrong way, and the textures appear to only partially be correct. (user: donnyjward@gmail.com, tags: trunk)
16:30
[c1049b6960] Finally added spaceship model to repository. (user: donnyjward@gmail.com, tags: trunk)
04:58
[924adf4185] Ship now performs banked turns. Explicit rolling control was overriden. Unsure if it should be possible to perform explicit rolling and banked turns at the same time (I wasn't able to do it in X-Wing vs. Tie Fighter, or maybe I just sucked). (user: donnyjward@gmail.com, tags: trunk)
04:26
[6a42d2d0d0] Added roll controls to ship. Fixed potential case of 0 length vector in QuaternionHelper.rotateVector(). (user: donnyjward@gmail.com, tags: trunk)
03:14
[1f66daefc8] Code cleanups, renamed log files, deleted old log filenames, created 2nd entity script just for the terrain patch. (user: donnyjward@gmail.com, tags: trunk)
02:46
[36ed766786] Enabled back face culling and fixed heightmap rendering. (user: donnyjward@gmail.com, tags: trunk)
2012-07-24
23:36
[b3b1f6e4dc] Added heightmap render data Mesh. Currently only renders top faces. The test app replaced the spaceship's mesh with the terrain, so the terrain can be flown around the scene. (user: donnyjward@gmail.com, tags: trunk)
17:10
[0c0e5bbf43] Fixed cursor to center of screen for mouselook. (user: donnyjward@gmail.com, tags: trunk)
05:23
[f1e8e02bd4] Added FIXME (limit mouselook rotations). (user: donnyjward@gmail.com, tags: trunk)
05:22
[c503fdbae9] Note: Previous commit also added mouse deltas (Input.getMouseDeltaX, Y). Added period to Console input, set up console commands (cammovespeed, camturnspeed) to alter spectate move speed and turn speed. Need to provide option to invert X and Y axis. Turn spectate mode on with spectate 1 in Console, use WASD and mouse to navigate. Added VectorHelper (multiply by scalar). (user: donnyjward@gmail.com, tags: trunk)
05:04
[7802ac1374] Added mouselook/movement (spectate mode). (user: donnyjward@gmail.com, tags: trunk)
00:01
[fd5d299fe0] Corrected Camera matrix transformation. getInverseTransform appears to work fine now. (user: donnyjward@gmail.com, tags: trunk)
2012-07-23
23:50
[dfb12f3d2c] EMACS: Camera matrix macros. (user: donnyjward@gmail.com, tags: trunk)
23:40
[656f4550e2] Camera rots (user: donnyjward@gmail.com, tags: trunk)
23:03
[cf904288e0] Obtained the correct inital rotation matrix for the camera by calculating it by hand (from observering gluLookAt source code). The Camera.getInverseTransform is not correctly deriving this matrix yet. (user: donnyjward@gmail.com, tags: trunk)
17:36
[9ee5ee9b81] EMACS: Applying Quaternion rotation to Camera constructor. (user: donnyjward@gmail.com, tags: trunk)
05:27
[b545a27754] Ran more tests for Camera transform, but no success yet. Added controls to steer camera laterally. (user: donnyjward@gmail.com, tags: trunk)
2012-07-22
23:07
[3b964037b3] Fixed translation matrix for Camera (Matrix4f is column major). (user: donnyjward@gmail.com, tags: trunk)
21:24
[37f1d941f4] Testing migration of repos to new server. (user: donnyjward@gmail.com, tags: trunk)
05:42
[081d2abebb] Added implementation to Camera.getInverseTransform() but it blows up miserably, especially when adjusting campos during runtime. (user: donnyjward@gmail.com, tags: trunk)
04:55
[e25e9aa84d] Added CameraTest, copied code sample to create matrix from quaternion (C#). (user: donnyjward@gmail.com, tags: trunk)
03:44
[42b9c818b3] Added commented idea on implementing banked turns, and a skeleton for computing the inverse transformation matrix of the Camera. (user: donnyjward@gmail.com, tags: trunk)
03:30
[9446cdeb1e] Removed gluLookAt since the Camera's inverse transform is used to transform the scene for viewing. The Camera starts off at the origin facing the +x axis. The order of setting the Camera rotation/translation may be off. (user: donnyjward@gmail.com, tags: trunk)
03:05
[31ffa8800f] Tidied up Console.parseCommand (user: donnyjward@gmail.com, tags: trunk)
02:59
[77e0ef804b] Added field of view to Camera + a Console command for it (fov). Cleaned up rendering pipeline in TestState. Added minus sign to Console input. (user: donnyjward@gmail.com, tags: trunk)
02:25
[5d4cea5c51] Added checks for quaternion identities in QuaternionHelper, so any classes calling these functions will be returned an axis-angle of 0 degrees that will do nothing. Console can now set position of camera with campos command. (user: donnyjward@gmail.com, tags: trunk)
01:05
[03ee909f81] Added Camera. (user: donnyjward@gmail.com, tags: trunk)
2012-07-21
23:59
[494a835601] Added Console command to display Mouse deltas. Mouse deltas are only reporting 0. Need to get deltas to implement mouse look/navigation. (user: donnyjward@gmail.com, tags: trunk)
23:17
[42d1ede1de] EMACS: keyboard macros ftw (user: donnyjward@gmail.com, tags: trunk)
23:15
[cab3abf3c4] Removed PNG loading of heightmaps and replaced it with PGM (Portable Graymap Format) in ASCII form. Used GIMP to create/save as PGM. Mesh class now performs double duty, with the capacity to load either model files, or load terrain meshes. The contents of the heightmap are stored in the mesh, however there is no rendering as of yet. (user: donnyjward@gmail.com, tags: trunk)
20:55
[38a42ad71d] Added skeleton Zone class, created test script for loading terrain heightmap.png, but the PNG loader only supports RGB. So I will probably write an external tool to read a heightmap image and create a Script that is formatted with all the vertices + metadata. (user: donnyjward@gmail.com, tags: trunk)
2012-07-20
18:52
[671c9f5503] Code cleanups. (user: donnyjward@gmail.com, tags: trunk)
18:23
[78e36698f9] Added a couple toString() implementations, cleaned up some files. Disabled tag functionality from entity scripts for the moment. (user: donnyjward@gmail.com, tags: trunk)
18:06
[cd578cb88d] The spaceship is now completely generated by a script (with the exception of the mesh) which is hardcoded at the moment. (user: donnyjward@gmail.com, tags: trunk)
17:38
[829a436fad] EMACS: Added type checking for entity script variables. (user: donnyjward@gmail.com, tags: trunk)
17:27
[0f94fcceac] Currently extending functionality of loading an Entity from a Script, using reflection. (user: donnyjward@gmail.com, tags: trunk)
04:20
[2cb0294a41] Added lighting and depth testing (rotating square and ship are now rendered with correct depth during flythrough). Started initial implementation of loading an entity from a script, but it needs better design, so that initial values for the components can be specified as well. (user: donnyjward@gmail.com, tags: trunk)
2012-07-19
23:33
[b975d4b247] Fixed syntax errors in the previous commit. Added skeleton for VolumeComponent. The VolumeComponent should be able to define different types of volumes depending on needs (AABB, sphere, circle, convex hull, etc) and allow for a collision handling system to test for collisions between VolumeComponents. (user: donnyjward@gmail.com, tags: trunk)
23:16
[095f562959] Added Component .toString()'s. Wrote MassComponent. (user: donnyjward@gmail.com, tags: trunk)
22:46
[4cebfbd930] Added MassComponent, added it as requirement for PhysicsSystem, and added an instance to the test spaceship entity. (user: donnyjward@gmail.com, tags: trunk)
22:25
[5c9a670676] Fixed errors in previous emacs commit. Basic steering/force application implemented. The ship now has rudimentary navigation, although there is no way to control the roll. (user: donnyjward@gmail.com, tags: trunk)
21:20
[c494752f6d] EMACS: Added PhysicsSystem implementation for steering. (user: donnyjward@gmail.com, tags: trunk)
02:50
[2d19f0adce] Spaceship orientation was corrected in Mesh temporarily. InputSystem now steers and "drives" the ship, which will make way for a force-based displacement implementation in PhysicsSystem. (user: donnyjward@gmail.com, tags: trunk)
00:38
[342622149a] Random code cleanups. (user: donnyjward@gmail.com, tags: trunk)
00:08
[9398ec904b] Commented out failed rotation fix for spaceship in RenderSystem. (user: donnyjward@gmail.com, tags: trunk)
2012-07-18
23:59
[fb802e92d5] Removed TODO... control is fine, model must be reoriented. (user: donnyjward@gmail.com, tags: trunk)
23:50
[423f8bd09e] Added TODO: swap num1/num0 keys with up/down arrows. (user: donnyjward@gmail.com, tags: trunk)