Earlier this year
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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)
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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
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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
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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
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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.
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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.
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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.
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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.
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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.
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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)
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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.
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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
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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.
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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.
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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.
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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.
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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.
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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.
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issue 2
(ActorController::update / ActorController::draw implementati...) reported by CraigGiles9
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r5
(Initial Djinn Engine Import) committed by CraigGiles9
- Initial Djinn Engine Import
Initial Djinn Engine Import
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r4
(Created directory 'trunk'.) committed by CraigGiles9
- Created directory 'trunk'.
Created directory 'trunk'.
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r3
(Moved branches/tags to tags.) committed by CraigGiles9
- Moved branches/tags to tags.
Moved branches/tags to tags.
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r2
(Created directory 'branches/tags'.) committed by CraigGiles9
- Created directory 'branches/tags'.
Created directory 'branches/tags'.
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r1
(Created directory 'branches'.) committed by CraigGiles9
- Created directory 'branches'.
Created directory 'branches'.
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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
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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
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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
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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
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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.
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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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