Earlier this year
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issue 3
(3d simplex noise produces unscaled values) changed by casey.duncan
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Status:
Accepted
Owner:
casey.duncan
Status:
Accepted
Owner:
casey.duncan
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issue 2
(build install on vista) changed by casey.duncan
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Status:
Accepted
Owner:
casey.duncan
Labels:
OpSys-Windows
Status:
Accepted
Owner:
casey.duncan
Labels:
OpSys-Windows
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r533
(Slides for pygamesf lepton c coding talk
) committed by casey.duncan
- Slides for pygamesf lepton c coding talk
Slides for pygamesf lepton c coding talk
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noise-1.0b3.win32-py2.6.exe (noise package for Python 1.0b3 Windows binary) file uploaded by casey.duncan
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Labels:
Featured
Type-Installer
OpSys-Windows
Labels:
Featured
Type-Installer
OpSys-Windows
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noise-1.0b3.tar.gz (noise package for python v1.0b3) file uploaded by casey.duncan
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Labels:
Featured
Type-Source
OpSys-All
Labels:
Featured
Type-Source
OpSys-All
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r532
(Update setup.py and bump version
) committed by casey.duncan
- Update setup.py and bump version
Update setup.py and bump version
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r531
(- Code adjustments so it will compile with Visual C++. Thank...) committed by casey.duncan
- - Code adjustments so it will compile with Visual C++. Thanks to Stas Kounitski!
- Fix MANIFEST.in so that example texture images are included in the distro
- Code adjustments so it will compile with Visual C++. Thanks to Stas Kounitski!
- Fix MANIFEST.in so that example texture images are included in the distro
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r530
(- obj Model class now supports scaling and edge threshold ad...) committed by casey.duncan
- - obj Model class now supports scaling and edge threshold adjustment
- Utilize new DisplayList class in obj Model, now compile on load by default
- DisplayList can now compile on instantiation to simplify user code
- Codify the stylized wireframe renderer in a view class
- Add a station model and show it off, color and enlarge the planet
- Vary scrolling speeds of stars, planet and station to simulate depth
- obj Model class now supports scaling and edge threshold adjustment
- Utilize new DisplayList class in obj Model, now compile on load by default
- DisplayList can now compile on instantiation to simplify user code
- Codify the stylized wireframe renderer in a view class
- Add a station model and show it off, color and enlarge the planet
- Vary scrolling speeds of stars, planet and station to simulate depth
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r529
(- Use ortho projection
- Add planet to sector with basic mes...) committed by casey.duncan
- - Use ortho projection
- Add planet to sector with basic mesh rendering and shading
- Planet and stars scroll at different speeds for depth
- Add a DisplayList class for compiling gl commands
- Up the framerate ceiling to make things smoother
- Use ortho projection
- Add planet to sector with basic mesh rendering and shading
- Planet and stars scroll at different speeds for depth
- Add a DisplayList class for compiling gl commands
- Up the framerate ceiling to make things smoother
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r528
(Basic game framework and scrolling tactical sector view (onl...) committed by casey.duncan
- Basic game framework and scrolling tactical sector view (only shows starfield currently)
Basic game framework and scrolling tactical sector view (only shows starfield currently)
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r527
(Basic background starfield class with texture
) committed by casey.duncan
- Basic background starfield class with texture
Basic background starfield class with texture
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r526
(Add some Saturn-style rings
) committed by casey.duncan
- Add some Saturn-style rings
Add some Saturn-style rings
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r525
(First-pass vector planet generator and renderer
) committed by casey.duncan
- First-pass vector planet generator and renderer
First-pass vector planet generator and renderer
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r523
(Some basic vector ship models
) committed by casey.duncan
- Some basic vector ship models
Some basic vector ship models
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r522
(wavefront .obj parser with edge flag support
basic tool to d...) committed by casey.duncan
- wavefront .obj parser with edge flag support
basic tool to draw .objs with a vector-style
wavefront .obj parser with edge flag support
basic tool to draw .objs with a vector-style
Older
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r521
(Compute period when supplying a permutation table to the noi...) committed by casey.duncan
- Compute period when supplying a permutation table to the noise constructor. Thanks to Mel C
Compute period when supplying a permutation table to the noise constructor. Thanks to Mel C
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r512
(Allow A* to find best path to the best of multiple goals.
) committed by everyman
- Allow A* to find best path to the best of multiple goals.
Allow A* to find best path to the best of multiple goals.
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r510
(Change which tiles are navigable from which others.
Diagonal...) committed by everyman
- Change which tiles are navigable from which others.
Diagonal pathing is only allowable when both of the
adjacent tiles are as well.
Change which tiles are navigable from which others.
Diagonal pathing is only allowable when both of the
adjacent tiles are as well.
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r505
(- Change map view api a bit to make it easier to instantiate...) committed by casey.duncan
- - Change map view api a bit to make it easier to instantiate outside of a game
(for use by a future map compiler)
- Adjust texture coordinates to get rid of vertical seams at chunk boundaries
- Change map view api a bit to make it easier to instantiate outside of a game
(for use by a future map compiler)
- Adjust texture coordinates to get rid of vertical seams at chunk boundaries
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r504
(- Major improvement to water edge transition geometry, also ...) committed by casey.duncan
- - Major improvement to water edge transition geometry, also fix z-fighting
issues at water-edge
- Add simple subtle water depth animation (simple, cheap, effective)
- Clear the window when it's created
- Major improvement to water edge transition geometry, also fix z-fighting
issues at water-edge
- Add simple subtle water depth animation (simple, cheap, effective)
- Clear the window when it's created
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r502
(Mark map chunk vertex lists as static
) committed by casey.duncan
- Mark map chunk vertex lists as static
Mark map chunk vertex lists as static
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r501
(- game.state now relays events from the the window so that h...) committed by casey.duncan
- - game.state now relays events from the the window so that handlers can just
be pushed onto game and still receive mouse, keyboard and draw events. Now
on the game.state needs to be pushed onto the window
- Various tactical handlers are now attributes of game.state rather than
TacticalController, which gets around some bootstrapping issues (i.e.,
game.state does not yet exist when TacticalController is instantiated)
- game.state now relays events from the the window so that handlers can just
be pushed onto game and still receive mouse, keyboard and draw events. Now
on the game.state needs to be pushed onto the window
- Various tactical handlers are now attributes of game.state rather than
TacticalController, which gets around some bootstrapping issues (i.e.,
game.state does not yet exist when TacticalController is instantiated)
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r500
(Add some more A* tests.) committed by everyman
- Add some more A* tests.
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r499
(Remove dead scroll acceleration code.) committed by everyman
- Remove dead scroll acceleration code.
Remove dead scroll acceleration code.
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r498
(- Major refactoring of event handlers to allow for a top-lev...) committed by casey.duncan
- - Major refactoring of event handlers to allow for a top-level tactical controller handler that
takes care of converting incoming generic events to custom tactical event types. This is used to
delegate interaction events as well as drawing.I think this model will extend well when we add
additional top-level UI views.
- Simplify the window class allowing it to be instantiated first
- Tactical map view now only draws visible chunks for much better performance.
- Stop scrolling at the map edges.
- Map origin is now the bottom-left corner instead of the map center.
- Fix multiple bugs in talk handler, it was confusing incoming messages with
those typed by the player
TODO: Come up with a decent event delegation mechanism so that everything doesn't have to be pushed
as handlers to both the window and the game state. That works for now, but won't work right when we
have other states to deal with.
- Major refactoring of event handlers to allow for a top-level tactical controller handler that
takes care of converting incoming generic events to custom tactical event types. This is used to
delegate interaction events as well as drawing.I think this model will extend well when we add
additional top-level UI views.
- Simplify the window class allowing it to be instantiated first
- Tactical map view now only draws visible chunks for much better performance.
- Stop scrolling at the map edges.
- Map origin is now the bottom-left corner instead of the map center.
- Fix multiple bugs in talk handler, it was confusing incoming messages with
those typed by the player
TODO: Come up with a decent event delegation mechanism so that everything doesn't have to be pushed
as handlers to both the window and the game state. That works for now, but won't work right when we
have other states to deal with.
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r497
(Delete unused code.) committed by everyman
- Delete unused code.
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r496
(Refactor A* to use heapq rather than O(n) scan when looking ...) committed by everyman
- Refactor A* to use heapq rather than O(n) scan when looking for best search node.
Refactor A* to use heapq rather than O(n) scan when looking for best search node.
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r495
(Fixes to ensure that A* paths are computed the minimal numbe...) committed by everyman
- Fixes to ensure that A* paths are computed the minimal number of times.
Fixes to ensure that A* paths are computed the minimal number of times.
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r494
(Added hoverjet unit with laser cannon.) committed by everyman
- Added hoverjet unit with laser cannon.
Added hoverjet unit with laser cannon.
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r492
(Give HQ buildings actual names and allow factions to have mu...) committed by everyman
- Give HQ buildings actual names and allow factions to have multiple buildings.
Give HQ buildings actual names and allow factions to have multiple buildings.
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