Cope Engine

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50 most recent check-ins

2023-06-05
16:54
I decided to write a text editor and I'm gonna start this anew once I'm done with the editor. Clearing everything!!! Leaf check-in: b8b9119d53 user: vito tags: trunk
2023-06-04
11:02
Fixed alpha blending issue where if the font has alpha value in it, the compositor overwrites the underlying pixels transparent. check-in: 2c28df7210 user: vito tags: trunk
05:36
Did not add anythin new. Still working on how to layout the architecture concurrently and am seriously considering writing a text editor to speed up my workflow. check-in: e30670b267 user: vito tags: trunk
2023-05-24
20:48
added visual studio solution again to meh_IMGUI and cope but this time, I kept all the visual stuiod project files in a separate directory. Root directory of each project is looking neat now, with only stuff that actually matter being present. check-in: 94bdd932b2 user: fullgardenstudent tags: trunk
04:42
added two new libraries. Drevo is the logger that can log multiple processes in windows and linux. Chain is a user-land level job system. While processes will be established as a nested-jobs(windows) or process-groups(linux), these processes will execute tasks given to them by drevo, which is a dependency based job system. I don't know how complicated this could get but I sure love the idea and think that its worth the try. Currently, both libraries are in a very early stage and non-functional. check-in: b9bf853ce6 user: fullgardenstudent tags: trunk
03:16
A few minor adjustments. Removed two libraries. One is com_man. A memory manger that I've written when the project was in its initial state. As I made everything modular, each module demanded its own custom memory allocation strategy, so there was no room for a general purpose allocator. Another is clog, a cope logger which I stopped using mid-way because I did not like how I implemented it. After understanding basics of concurrency, I'm starting to lean towards having a separated logger for each module/job(like one console for UI, another for renderer and another for something else like animation system or assets importer. Linux makes it easy with tty and windows has a similar thing called conPTY but it only has bare minimal functionality. I'll go with multiple consoles with one for each module on windows for now). Also, removed visual studio. I will create and add a new visual studio solution inside its own directory and detain it there for eternity. check-in: f55ee97ccd user: fullgardenstudent tags: trunk
00:15
created a currently non-functional renderer called copium. I hate how visual studio is eating giga bytes of space in a hidden .vs directory and how its project and build files are spread all over the place. I am going to push all visual studio solution files aside into a corner. Updated Tup build system. I previously used to have a build.cc file to generate a linux and windows version of Tupfile but now I discarded it and am doing everything inside a single Tupfile. check-in: 7d91dd74c2 user: fullgardenstudent tags: trunk
2023-05-19
07:17
added basic process creation and bare minimal, non-functional job system. Engine's Editor runs in its own process now. check-in: d4e3aaf4e8 user: fullgardenstudent tags: trunk
2023-05-14
20:02
added visual studio support for meh_IMGUI check-in: 6935a897c5 user: fullgardenstudent tags: trunk
2023-05-12
22:19
Integrated freetype and stb into ft_to_atlas library. All the features realated to font and image manipulation required by the engine will be handled by the ft_to_atlas library alone. ft_to_atlas now has a visual studio solution. check-in: f8c7801cea user: fullgardenstudent tags: trunk
17:37
Added Visual Studio support. Need to refactor the entire project to work well on both windows and linux platforms before stepping into concurrency. check-in: 1046f2efbf user: fullgardenstudent tags: trunk
2023-05-10
17:44
gravity feature is still pending. fixed some widget constraint bugs. Things are back on track now. I will start working on renderer soon. check-in: 9c1767565e user: fullgardenstudent tags: trunk
2023-05-09
15:22
Widgets have all properties implemented except for gravity and weight. I'm not sure if weights are needed so I'll keep that aside for now and implement gravity. check-in: 2d79702a67 user: fullgardenstudent tags: trunk
07:23
πŸ˜” Leaf check-in: a0645e66f6 user: fullgardenstudent tags: win32_backup
07:19
Create new branch named "win32_backup" check-in: 3ec557f600 user: fullgardenstudent tags: win32_backup
2023-05-08
17:26
A few minor additions to the bolow. check-in: 781860f147 user: vito tags: trunk
16:59
Implemented weights and spacing. Margin, padding need some bug fixing. Yet to implement gravity. check-in: 4ce93e053c user: vito tags: trunk
2023-05-07
16:15
Added comments about widget functioning and made room for features like padding, spacing, gravity and weight. Have to implement them now. check-in: 0184399a72 user: vito tags: trunk
2023-05-06
16:50
I did not like how everything became too coplicated to follow and I did a major refactoring. Removed some abstractions and integrated them into pre-existing ones, leaving only absolutely necessary stuff to work with now. Though I'm back to where I was 10 days ago, it is very easy to introduce new features into code now than it was 10 days ago, so all good, I guess. check-in: 174d0cee3b user: vito tags: trunk
2023-05-02
15:26
Implemented delta time on windows platform. Can calucate FPS now. Introduced an icon enlargement effect that enalrges an icon when the cursor is hovered over it. Refactored shader flag implementation and widget indexing. check-in: 89387ac92b user: fullgardenstudent tags: trunk
2023-05-01
17:16
implemented additional features to widgets and did some refactoring. Widgets can move in circles now. Need to define a color scheme. I think I'll just implement material color system. check-in: 2a415ccd46 user: fullgardenstudent tags: trunk
04:18
added basic menu bar. Need to implement input handling for menu items. check-in: 638b903af5 user: vito tags: trunk
2023-04-29
22:02
πŸ—Ώ check-in: 2458ebd5cb user: vito tags: trunk
21:03
wasted too much time by fixating on wrong data structure. Trees ftw. Yet to implement a renderer!! T_T check-in: 459db9da1b user: vito tags: trunk
2023-04-24
17:42
forgor to add new files. *Tee Hee* https://steamuserimages-a.akamaihd.net/ugc/845966723149579410/83082C034E6C9B9B1BC9A42CE8A70E9F43D384F6/ check-in: 77dcc79c21 user: vito tags: trunk
17:21
as I was rushing to wrap things up, I got annoyed because of how the entire code was structured. Too much of vector indexing made it hard to keep track of what is happening. So, I did a major refactoring, totally removed standard vector and implemented everything with custom allocators. Code could be more cleaner but its way easier to navigate and edit than it previously used to be, so I think I'll leave it here and focus on implementing cards and rendering text on top of them as well within one drawcall. check-in: a81c57d78d user: vito tags: trunk
2023-04-22
04:34
added working linear layout and menu items. Changed UI icons size from 32x32 to 24x24. Need to design an engine logo and start working on implementing cards. UI is almost done. Time to integrate a renderer and PBR. I think I'll leave mouse picking for later. check-in: c954456a1a user: fullgardenstudent tags: trunk
2023-04-18
19:32
implemented basic constrained layout. widgets are constraining to another widget conrers properly. Any bugs that are present can be fixed while coming across them eventually. Have to implement linear layout and menu items. After that would be cards. Could possibly wrap up UI related stuff within a week and work on testing and porting meh_IMGUI library to webgpu. check-in: 04dfd877a8 user: fullgardenstudent tags: trunk
2023-04-13
13:10
the previous issue was because of me not updating the right index of the buffer. Which was why introducing a custom allocator didn't change anything. Since I want to dynamically adjust UI widgets, I will need a abstraction on top of the buffer to handle automatic re-positioning while resizing. Dimished the usage of pointerecasting as clear undefined behaviour occured. Everytime the application starts, the UI widgets got random positions and rarely, behaved as intended. Might need to change UI icons's resolution from 32x32 to 24x24. check-in: d65bdb181c user: fullgardenstudent tags: trunk
2023-04-12
21:34
Underlying buffer was not getting updated even after discarding std vector and implementing a custom allocator. The buffer gets updated prior if changed but it doesn't update at all once the main loop starts and only the last element was reflecting the changes. Decided to update the quads buffer directly instead of handling them through an abstraction like now to fix this. Worked like a charm on first try. πŸ—ΏπŸ—ΏπŸ—Ώ check-in: 0bcc872260 user: fullgardenstudent tags: trunk
17:36
forgor to add engine icons check-in: c7bacbe837 user: vito tags: trunk
17:35
constraints buffer is not updating all the widgets per frame and only the latest widget is getting updated. Fix this and implement Liner Layout feature. check-in: 491c65326d user: vito tags: trunk
10:33
added UI icons. Need to fixate on how to implement and expose constratin layout for widgets! check-in: c3be514304 user: fullgardenstudent tags: trunk
2023-04-11
05:37
Application failed to run in another pc becuase there was no freetype.dll. Statically linked freetype on windows check-in: 5f1b9b0772 user: fullgardenstudent tags: trunk
2023-04-10
19:16
animation was working just fine. It was wayland that wan't updating frames properly. need to implement proper wayland synchronization and get back to testing on windows some time later check-in: 541c8e8acb user: vito tags: trunk
18:47
animation testing didn't go well. For some reason, pointer reference is not getting updated per frame. check-in: 666dbc8f29 user: vito tags: trunk
2023-04-09
19:45
fixed linux build. check-in: 63ebacb0c9 user: vito tags: trunk
2023-04-08
16:44
decided to expose texture atlas loading instead of hard-coading and generating, loading it manually. Implementation of layouts for UI widgets is of highest priority right now. check-in: 921a5436b1 user: fullgardenstudent tags: trunk
2023-04-06
10:09
added cool glowing on mouse pointer feature. Time to focus on how to manage card widgets and notifications, all within a single buffer!πŸ—ΏπŸ—Ώ check-in: 15f868bf28 user: fullgardenstudent tags: trunk
2023-04-05
17:30
forgor two more files 😭 check-in: e02231a27f user: vito tags: trunk
17:23
forgot to include a couple of files check-in: 9a8f7c67df user: vito tags: trunk
16:53
UI widgets with font rendering implemented. No proper debugger for wayland yet, stick to winblows for the time being check-in: f0b7f52467 user: vito tags: trunk
2023-04-04
06:47
windows bug fixes and refactoring check-in: d097ac8310 user: fullgardenstudent tags: trunk
01:12
Added wayland mouse input. Need to design UI icons, append it to UI font atlas, write a few shader code and start testing with webgpu build check-in: 1c9d18513c user: vito tags: trunk
2023-04-02
13:38
boiler plat for win32, wayland and webgpu is set up. Time to focus on the UI check-in: 7a835395ea user: fullgardenstudent tags: trunk
08:16
added webgpu support check-in: e49d2b24d3 user: vito tags: trunk
2023-03-25
19:45
added build file for generate WIN32 Tupfile configs. Yet to implement it for linux. check-in: 7a60070b47 user: fullgardenstudent tags: trunk
19:08
basic win32 and wayland window implemented. Input handling is pending check-in: 9af62db514 user: vito tags: trunk
14:52
removed build directory check-in: 65a54461da user: vito tags: trunk
14:49
added engine files. check-in: 952b981725 user: vito tags: trunk