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  • Aug 02, 2009
    r23 (Deleted all draw functions from the Texture2D class. it is n...) committed by CraigGiles9   -   Deleted all draw functions from the Texture2D class. it is now more of a "model" class like it should be. Changed the TextureController to handle batch rendering of all textures for sprites. (excluding particle system for now)
    Deleted all draw functions from the Texture2D class. it is now more of a "model" class like it should be. Changed the TextureController to handle batch rendering of all textures for sprites. (excluding particle system for now)
  • Aug 02, 2009
    r22 (Changed the ScreenController to use the new batching system) committed by CraigGiles9   -   Changed the ScreenController to use the new batching system
    Changed the ScreenController to use the new batching system
  • Aug 02, 2009
    r21 (minor changes to the MathUtil file and Rectangle) committed by CraigGiles9   -   minor changes to the MathUtil file and Rectangle
    minor changes to the MathUtil file and Rectangle
  • Aug 02, 2009
    r20 (Added a few extra .dat files for testing of the new batch re...) committed by CraigGiles9   -   Added a few extra .dat files for testing of the new batch rendering
    Added a few extra .dat files for testing of the new batch rendering
  • Jul 19, 2009
    r19 (Adjusted the Texture2D class to use non-power of two texture...) committed by CraigGiles9   -   Adjusted the Texture2D class to use non-power of two textures. This is the first step to be able to implement a texture atlas.
    Adjusted the Texture2D class to use non-power of two textures. This is the first step to be able to implement a texture atlas.
  • Jul 19, 2009
    r18 (Housekeeping on various classes, making code easier to read ...) committed by CraigGiles9   -   Housekeeping on various classes, making code easier to read for those who wish to look through my code. Also added some more #pragma mark (label) in all of the .cpp files so xcode's dropdown list of all funcions is much more organized.
    Housekeeping on various classes, making code easier to read for those who wish to look through my code. Also added some more #pragma mark (label) in all of the .cpp files so xcode's dropdown list of all funcions is much more organized.
  • Jul 19, 2009
    r17 (Particle Effects have had their gl calls reorganized, puttin...) committed by CraigGiles9   -   Particle Effects have had their gl calls reorganized, putting all of the enable and disable states in the controller so they're not enabled / disabled for every single particle. Also adjusted the 'campfire' effect to include only 1 emitter, and played with performance.
    Particle Effects have had their gl calls reorganized, putting all of the enable and disable states in the controller so they're not enabled / disabled for every single particle. Also adjusted the 'campfire' effect to include only 1 emitter, and played with performance.
  • Jul 13, 2009
    issue 6 (Problem with Drawing) Status changed by CraigGiles9   -   After taking a break from this issue for a day or so, I re-examined with an open mind. It has been fixed!
    Status: Fixed
    After taking a break from this issue for a day or so, I re-examined with an open mind. It has been fixed!
    Status: Fixed
  • Jul 13, 2009
    r16 (Updated the Actor class to be an abstract base class; Update...) committed by CraigGiles9   -   Updated the Actor class to be an abstract base class; Updated the ActorController to be able to call the update and draw functions for all characters.
    Updated the Actor class to be an abstract base class; Updated the ActorController to be able to call the update and draw functions for all characters.
  • Jul 13, 2009
    r15 (Housekeeping on various classes including TestGame.cpp which...) committed by CraigGiles9   -   Housekeeping on various classes including TestGame.cpp which will have a major overhaul coming here shortly, and the Texture2D class.
    Housekeeping on various classes including TestGame.cpp which will have a major overhaul coming here shortly, and the Texture2D class.
  • Jul 13, 2009
    r14 (Updated the loadActor function to behave more like the rest ...) committed by CraigGiles9   -   Updated the loadActor function to behave more like the rest of the engine's controller classes. The controller will manage all instances of any actor classes, but in this case it will pass back the Actor's ID in the case the client wishes to keep track of the specific actor. (IE: If the actor is the player character)
    Updated the loadActor function to behave more like the rest of the engine's controller classes. The controller will manage all instances of any actor classes, but in this case it will pass back the Actor's ID in the case the client wishes to keep track of the specific actor. (IE: If the actor is the player character)
  • Jul 13, 2009
    r13 (Fixed OpenGL bug in the ParticleController that crashed when...) committed by CraigGiles9   -   Fixed OpenGL bug in the ParticleController that crashed when only particles were being rendered to screen.
    Fixed OpenGL bug in the ParticleController that crashed when only particles were being rendered to screen.
  • Jul 11, 2009
    r12 (Made a few changes to the sound controller.. I can not hear ...) committed by CraigGiles9   -   Made a few changes to the sound controller.. I can not hear the sound effects however, so I am unsure if they are working. Doing research on OGG streaming for music controle
    Made a few changes to the sound controller.. I can not hear the sound effects however, so I am unsure if they are working. Doing research on OGG streaming for music controle
  • Jul 11, 2009
    r11 (Implemented the Texture2D reference counting system and adju...) committed by CraigGiles9   -   Implemented the Texture2D reference counting system and adjusted the #pragma mark items on several classes.
    Implemented the Texture2D reference counting system and adjusted the #pragma mark items on several classes.
  • Jul 11, 2009
    issue 4 (Texture2D overhaul) Status changed by CraigGiles9   -   Completely cut out Apples Texture2D class for my own.. will need to make some ongoing changes with it and add functionality, but it works for what I need it to do currently.
    Status: Done
    Completely cut out Apples Texture2D class for my own.. will need to make some ongoing changes with it and add functionality, but it works for what I need it to do currently.
    Status: Done
  • Jul 11, 2009
    issue 6 (Problem with Drawing) Status changed by CraigGiles9   -   Able to duplicate the problem many times, however, unable to find a fix for the problem. Will continue with the engine development, and if it ever becomes a problem where we're ONLY drawing particles on screen, I will re- work the way the particle system handles itself.
    Status: WontFix
    Able to duplicate the problem many times, however, unable to find a fix for the problem. Will continue with the engine development, and if it ever becomes a problem where we're ONLY drawing particles on screen, I will re- work the way the particle system handles itself.
    Status: WontFix
  • Jul 11, 2009
    issue 7 (Reworking all OpenGL calls) Status changed by CraigGiles9   -  
    Status: Fixed
    Status: Fixed
  • Jul 11, 2009
    issue 7 (Reworking all OpenGL calls) commented on by CraigGiles9   -   Re-worked the OpenGL calls in Texture2D's draw function, ScreenController's SetupView function, and ParticleEmitter's draw function.
    Re-worked the OpenGL calls in Texture2D's draw function, ScreenController's SetupView function, and ParticleEmitter's draw function.
  • Jul 11, 2009
    r10 (Adjusted the particle emitter a little bit.. attempted to fi...) committed by CraigGiles9   -   Adjusted the particle emitter a little bit.. attempted to find the cause of the bug where if you disable the drawing of ALL other textures, the program blows up. Was unable to find the bug.. but I did make some code changes, so I'll commit anyway.
    Adjusted the particle emitter a little bit.. attempted to find the cause of the bug where if you disable the drawing of ALL other textures, the program blows up. Was unable to find the bug.. but I did make some code changes, so I'll commit anyway.
  • Jul 11, 2009
    r9 (Adjusted the Texture2D class to handle all the OpenGL glEnab...) committed by CraigGiles9   -   Adjusted the Texture2D class to handle all the OpenGL glEnable / glDisable calls, as well as added a few more draw functions that take color and bool for alpha as parameters.
    Adjusted the Texture2D class to handle all the OpenGL glEnable / glDisable calls, as well as added a few more draw functions that take color and bool for alpha as parameters.
  • Jul 11, 2009
    r8 (Removed most opengl setup calls from the screen controller. ...) committed by CraigGiles9   -   Removed most opengl setup calls from the screen controller. When rendering a texture to the screen, the Texture2D class will handle all that information.
    Removed most opengl setup calls from the screen controller. When rendering a texture to the screen, the Texture2D class will handle all that information.
  • Jul 10, 2009
    issue 7 (Reworking all OpenGL calls) reported by CraigGiles9   -   Currently re-working all OpenGL calls: (ScreenController setupView for example) and re-working the update / draw functions of the Particle Controller / Particle Emitter systems in order to attempt and track down the OpenGL bug I described in previous issue. Should be done by the weekend, and fully committed. If the bug still remains, I'll just remove the point sprites drawing functionality from the Particle Emitter and work it as a GL_TRIANGLE_FAN
    Currently re-working all OpenGL calls: (ScreenController setupView for example) and re-working the update / draw functions of the Particle Controller / Particle Emitter systems in order to attempt and track down the OpenGL bug I described in previous issue. Should be done by the weekend, and fully committed. If the bug still remains, I'll just remove the point sprites drawing functionality from the Particle Emitter and work it as a GL_TRIANGLE_FAN
  • Jul 08, 2009
    r7 (Changed the ActorController and InputManager to be able to c...) committed by CraigGiles9   -   Changed the ActorController and InputManager to be able to compile in the 3.0 SDK. Project should now run in iPhone / iPod Touch 3.0.
    Changed the ActorController and InputManager to be able to compile in the 3.0 SDK. Project should now run in iPhone / iPod Touch 3.0.
  • Jul 06, 2009
    r6 (Added TextureController and removed Apples Texture2D, replac...) committed by CraigGiles9   -   Added TextureController and removed Apples Texture2D, replacing it with a custom C++ class. Also had some other minor construction changes.. Bug still exists with point sprites in particle emitter, and blending currently not working. Going look over previous code to re-work the OpenGL portions to get things working how they should.
    Added TextureController and removed Apples Texture2D, replacing it with a custom C++ class. Also had some other minor construction changes.. Bug still exists with point sprites in particle emitter, and blending currently not working. Going look over previous code to re-work the OpenGL portions to get things working how they should.
  • Jul 05, 2009
    issue 6 (Problem with Drawing) reported by CraigGiles9   -   In the TestGame class, remove the call to testActor->draw( deltaTime ); and let the particle engine draw normally. Program should crash with an "EXC_BAD_ACCESS"
    In the TestGame class, remove the call to testActor->draw( deltaTime ); and let the particle engine draw normally. Program should crash with an "EXC_BAD_ACCESS"
  • Jul 05, 2009
    issue 5 (Texture Atlas / SpriteSheet creation) reported by CraigGiles9   -   Create a system that takes advantage of storing several textures in a single PNG file and just rendering a portion of that texture to screen. With this system, you can have an animation have several frames, but all be contained on the same texture, and you would render the appropriate portion of the texture
    Create a system that takes advantage of storing several textures in a single PNG file and just rendering a portion of that texture to screen. With this system, you can have an animation have several frames, but all be contained on the same texture, and you would render the appropriate portion of the texture
  • Jul 05, 2009
    issue 4 (Texture2D overhaul) reported by CraigGiles9   -   While I like the way Apple did the Texture2D, I feel that in order for me to learn how to really use OpenGL, I would need to write my own implementation of a texture class.
    While I like the way Apple did the Texture2D, I feel that in order for me to learn how to really use OpenGL, I would need to write my own implementation of a texture class.
  • Jul 05, 2009
    issue 3 (ActorController.h loadActor function) reported by CraigGiles9   -   #warning TODO:: Do I want to return a pointer to the actor, or do I wish the controller keep all information and flush that information when scene changes? I think the safest way to do this is have the controller manage all actors currently active in the world and if the client wishes to get a reference to that actor, there should be a way to do that via the Actors Identity. To that end, what I may end up doing is when the actor is constructed, a copy of the ID is returned to the client so if the client needs to track specific actors, it can store that ID and refer to it later.. if not, then it can just let the controller handle all logic for the actor. An example of when you'd want to store the ID and refer to it later is the Player. There are various ways to do this though, will need to play around with some things before I commit any changes.
    #warning TODO:: Do I want to return a pointer to the actor, or do I wish the controller keep all information and flush that information when scene changes? I think the safest way to do this is have the controller manage all actors currently active in the world and if the client wishes to get a reference to that actor, there should be a way to do that via the Actors Identity. To that end, what I may end up doing is when the actor is constructed, a copy of the ID is returned to the client so if the client needs to track specific actors, it can store that ID and refer to it later.. if not, then it can just let the controller handle all logic for the actor. An example of when you'd want to store the ID and refer to it later is the Player. There are various ways to do this though, will need to play around with some things before I commit any changes.
  • Jul 05, 2009
    issue 2 (ActorController::update / ActorController::draw implementati...) reported by CraigGiles9   -   The ActorController needs to handle the update and rendering functions to be able to update and render all actors in the game world. I would not like to pass this off to the objects, since the controller should take the data and draw them, not tell the actors to draw themselves.
    The ActorController needs to handle the update and rendering functions to be able to update and render all actors in the game world. I would not like to pass this off to the objects, since the controller should take the data and draw them, not tell the actors to draw themselves.
  • Jul 05, 2009
    issue 1 (Actor::update implementation) reported by CraigGiles9   -   Update any animation or logic this object may require. Currently being 'faked' in the testActor object in the UnitTests.
    Update any animation or logic this object may require. Currently being 'faked' in the testActor object in the UnitTests.
  • Jul 04, 2009
    r5 (Initial Djinn Engine Import) committed by CraigGiles9   -   Initial Djinn Engine Import
    Initial Djinn Engine Import
  • Jul 04, 2009
    r4 (Created directory 'trunk'.) committed by CraigGiles9   -   Created directory 'trunk'.
    Created directory 'trunk'.
  • Jul 04, 2009
    r3 (Moved branches/tags to tags.) committed by CraigGiles9   -   Moved branches/tags to tags.
    Moved branches/tags to tags.
  • Jul 04, 2009
    r2 (Created directory 'branches/tags'.) committed by CraigGiles9   -   Created directory 'branches/tags'.
    Created directory 'branches/tags'.
  • Jul 04, 2009
    r1 (Created directory 'branches'.) committed by CraigGiles9   -   Created directory 'branches'.
    Created directory 'branches'.
  • Jul 01, 2009
    r25 (Purging the Djinn Engine for re-submit) committed by CraigGiles9   -   Purging the Djinn Engine for re-submit
    Purging the Djinn Engine for re-submit
  • Jul 01, 2009
    r24 ([No log message]) committed by CraigGiles9   -   [No log message]
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  • May 07, 2009
    r23 ([No log message]) committed by CraigGiles9   -   [No log message]
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  • May 07, 2009
    r22 ([No log message]) committed by CraigGiles9   -   [No log message]
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  • May 07, 2009
    r21 (-- TestGame added TestGame, a singleton class for unit tests...) committed by CraigGiles9   -   -- TestGame added TestGame, a singleton class for unit tests for code development -- Actor: Removed the velocity since it makes more sense for to be handled by a derived class... this may change however. changed strings to be static data rather than pointer data -- ActorController bug fixes -- MathUtil Added MathUtil for various math helper functions including min / max functions, clamp, conversion from Radians to Degrees and vice versa, etc. Changed the utility classes to be more 'standard,' instead of "utTexture" for example, the class is now Texture2D. Instead of utRect, it is Rectangle. Removed utPoint from the class list. May need to add it later as a struct, but for now, Vector2D's will work where utPoint once did. Various other changes, but these are the major ones
    -- TestGame added TestGame, a singleton class for unit tests for code development -- Actor: Removed the velocity since it makes more sense for to be handled by a derived class... this may change however. changed strings to be static data rather than pointer data -- ActorController bug fixes -- MathUtil Added MathUtil for various math helper functions including min / max functions, clamp, conversion from Radians to Degrees and vice versa, etc. Changed the utility classes to be more 'standard,' instead of "utTexture" for example, the class is now Texture2D. Instead of utRect, it is Rectangle. Removed utPoint from the class list. May need to add it later as a struct, but for now, Vector2D's will work where utPoint once did. Various other changes, but these are the major ones
  • May 07, 2009
    r20 ([No log message]) committed by CraigGiles9   -   [No log message]
    [No log message]
  • May 07, 2009
    r19 (-- TestGame added TestGame, a singleton class for unit tests...) committed by CraigGiles9   -   -- TestGame added TestGame, a singleton class for unit tests for code development -- Actor: Removed the velocity since it makes more sense for to be handled by a derived class... this may change however. changed strings to be static data rather than pointer data -- ActorController bug fixes -- MathUtil Added MathUtil for various math helper functions including min / max functions, clamp, conversion from Radians to Degrees and vice versa, etc. Changed the utility classes to be more 'standard,' instead of "utTexture" for example, the class is now Texture2D. Instead of utRect, it is Rectangle. Removed utPoint from the class list. May need to add it later as a struct, but for now, Vector2D's will work where utPoint once did. Various other changes, but these are the major ones
    -- TestGame added TestGame, a singleton class for unit tests for code development -- Actor: Removed the velocity since it makes more sense for to be handled by a derived class... this may change however. changed strings to be static data rather than pointer data -- ActorController bug fixes -- MathUtil Added MathUtil for various math helper functions including min / max functions, clamp, conversion from Radians to Degrees and vice versa, etc. Changed the utility classes to be more 'standard,' instead of "utTexture" for example, the class is now Texture2D. Instead of utRect, it is Rectangle. Removed utPoint from the class list. May need to add it later as a struct, but for now, Vector2D's will work where utPoint once did. Various other changes, but these are the major ones
  • May 07, 2009
    r18 ([No log message]) committed by CraigGiles9   -   [No log message]
    [No log message]
  • May 07, 2009
    r17 ([No log message]) committed by CraigGiles9   -   [No log message]
    [No log message]
  • May 07, 2009
    r16 ([No log message]) committed by CraigGiles9   -   [No log message]
    [No log message]
  • May 07, 2009
    r15 (-- TestGame added TestGame, a singleton class for unit tests...) committed by CraigGiles9   -   -- TestGame added TestGame, a singleton class for unit tests for code development -- Actor: Removed the velocity since it makes more sense for to be handled by a derived class... this may change however. changed strings to be static data rather than pointer data -- ActorController bug fixes -- MathUtil Added MathUtil for various math helper functions including min / max functions, clamp, conversion from Radians to Degrees and vice versa, etc. Changed the utility classes to be more 'standard,' instead of "utTexture" for example, the class is now Texture2D. Instead of utRect, it is Rectangle. Removed utPoint from the class list. May need to add it later as a struct, but for now, Vector2D's will work where utPoint once did. Various other changes, but these are the major ones
    -- TestGame added TestGame, a singleton class for unit tests for code development -- Actor: Removed the velocity since it makes more sense for to be handled by a derived class... this may change however. changed strings to be static data rather than pointer data -- ActorController bug fixes -- MathUtil Added MathUtil for various math helper functions including min / max functions, clamp, conversion from Radians to Degrees and vice versa, etc. Changed the utility classes to be more 'standard,' instead of "utTexture" for example, the class is now Texture2D. Instead of utRect, it is Rectangle. Removed utPoint from the class list. May need to add it later as a struct, but for now, Vector2D's will work where utPoint once did. Various other changes, but these are the major ones
  • Apr 03, 2009
    r14 (Actor: Added support for the actors identity, a unique name ...) committed by CraigGiles9   -   Actor: Added support for the actors identity, a unique name associated with the instance of "actor" (or the derived class) and only that instance. This identity will stick with that instance through the objects lifetime. ActorController: - added the controller class as a singleton - added the basic structure for identities and an easy way to search for actors by identity. - The big function that was written is the 'void setActorsIdentity' function, which will find and set a unique identity for the actor. General: - added more (yes, more!) comments to specific parts of the code I felt were hard to understand.
    Actor: Added support for the actors identity, a unique name associated with the instance of "actor" (or the derived class) and only that instance. This identity will stick with that instance through the objects lifetime. ActorController: - added the controller class as a singleton - added the basic structure for identities and an easy way to search for actors by identity. - The big function that was written is the 'void setActorsIdentity' function, which will find and set a unique identity for the actor. General: - added more (yes, more!) comments to specific parts of the code I felt were hard to understand.
  • Apr 03, 2009
    r13 ([No log message]) committed by CraigGiles9   -   [No log message]
    [No log message]
  • Apr 03, 2009
    r12 ([No log message]) committed by CraigGiles9   -   [No log message]
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  • Apr 03, 2009
    r11 (Actor: Added support for the actors identity, a unique name ...) committed by CraigGiles9   -   Actor: Added support for the actors identity, a unique name associated with the instance of "actor" (or the derived class) and only that instance. This identity will stick with that instance through the objects lifetime. ActorController: - added the controller class as a singleton - added the basic structure for identities and an easy way to search for actors by identity. - The big function that was written is the 'void setActorsIdentity' function, which will find and set a unique identity for the actor. General: - added more (yes, more!) comments to specific parts of the code I felt were hard to understand.
    Actor: Added support for the actors identity, a unique name associated with the instance of "actor" (or the derived class) and only that instance. This identity will stick with that instance through the objects lifetime. ActorController: - added the controller class as a singleton - added the basic structure for identities and an easy way to search for actors by identity. - The big function that was written is the 'void setActorsIdentity' function, which will find and set a unique identity for the actor. General: - added more (yes, more!) comments to specific parts of the code I felt were hard to understand.
 
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