Gered
72850e1047
also need a reference to a material mapping file
2014-04-15 11:41:51 -04:00
Gered
462bb731f1
add MaterialTileMapping libgdx asset loader
2014-04-15 11:36:51 -04:00
Gered
0260286f96
add MaterialTileMappingJsonLoader
2014-04-15 10:09:00 -04:00
Gered
d37c67e4ba
needs to also specify a texture atlas if we're going to make this standalone
2014-04-15 09:49:42 -04:00
Gered
5b16f75007
initial refactoring for json / asset loading rework
2014-04-15 09:32:58 -04:00
Gered
f2314b25d6
add TilePrefabLoader for libgdx asset loading support with TilePrefabs
2014-04-15 09:06:46 -04:00
Gered
f8c0f34c08
move all the json related stuff to a common sub-package
2014-04-15 08:50:38 -04:00
Gered
092d002ce8
add json fields for specifying dependent resources
2014-04-14 15:58:21 -04:00
Gered
63631a49c3
rename existing loader classes
2014-03-16 12:42:54 -04:00
Gered
620dc275d1
better way of checking if a chunk needs VBO creation
...
old way had some concurrency issues on slower hardware
2014-03-16 11:14:34 -04:00
Gered
c7505cb8ce
add TileMap methods to perform async chunk vertex updates
2014-03-16 11:13:28 -04:00
Gered
8d689a3aaa
add Runnable class to handle the processing to be done in another thread
2014-03-16 10:34:25 -04:00
Gered
d69c2c11d2
existing updateVertices method will not be adequate for async changes
2014-03-16 10:29:03 -04:00
Gered
3a2bfb8cdc
split up chunk VBO generation into two parts for future async changes
2014-03-16 10:17:23 -04:00
Gered
73e81949ab
fix destination dimensions check
2014-01-02 17:14:35 -05:00
Gered
d79d07639c
more collision shapes
2014-01-02 09:14:03 -05:00
Gered
d386731258
add more ramp collision shape variations
2014-01-01 10:40:25 -05:00
Gered
bfc8e96b46
add ramp collision shape
2014-01-01 10:31:48 -05:00
Gered
69ae42572e
add some more basic collision shapes
2013-12-31 14:58:33 -05:00
Gered
e145ce6f90
comment out the check for large tiles, going to need to handle this is another manner eventually anyway...
2013-12-31 14:40:43 -05:00
Gered
9489fcf429
add large tile support in the swept sphere collision implementation
2013-12-31 14:32:17 -05:00
Gered
e6e8c27f21
add setter methods for setting up large tile properties on Tile objects
2013-12-31 14:18:45 -05:00
Gered
5b5d747616
basic support for rendering large tiles
2013-12-31 14:13:49 -05:00
Gered
0c61bedc2d
fix creating box shape vertices
2013-12-31 14:06:41 -05:00
Gered
eb5c40513b
forgot the other place to add this
2013-12-31 12:59:36 -05:00
Gered
5ef70cb13e
basic support for primitive collision shapes to be specified for a mesh
2013-12-31 12:53:31 -05:00
Gered
148c051b97
update gitignore
2013-12-15 12:10:34 -05:00
Gered
0fd5b2d18c
fix sub-model colors not being applied when using non-lit chunk vertex generation
2013-12-01 15:14:49 -05:00
Gered
c027343c5d
fix group id
2013-11-30 12:46:39 -05:00
Gered
0c44efc93c
use our own ray-to-box intersection test instead ...
...
libgdx's own Intersector doesn't seem to behave in *exactly* the same
manner apparently. not going to spend any time with this since I already
ported my own code to do the exact same thing anyway and it does behave
how we want it to.
2013-11-28 12:28:30 -05:00
Gered
ddca05dd95
update ignore filter
2013-11-18 19:04:48 -05:00
Gered
26a8928a12
add build.gradle
2013-11-18 19:04:39 -05:00
Gered
3b1cd2e1ca
move source files into standard src/main/java directory structure
2013-11-18 18:52:04 -05:00
Gered
ed1fb632da
remove eclipse project files
2013-11-18 18:51:53 -05:00
Gered
26b306dafa
proper package naming (leading 'ca' vs 'com')
2013-11-18 17:21:56 -05:00
Gered
2225a67d77
update to libgdx 0.9.9 stable
2013-11-10 17:06:29 -05:00
Gered
22a8e6575e
alpha test material attr to fix transparent tile rendering (some cases)
2013-11-10 13:21:29 -05:00
Gered
b79486172d
not used anymore
2013-11-10 13:16:58 -05:00
Gered
c62ca2796a
check for null, just in case the chunk didn't ever get a mesh generated
2013-11-10 12:01:38 -05:00
Gered
733e1ee751
wat
2013-10-20 12:48:24 -04:00
Gered
df6c49e94e
minor code tweaks for readability mostly
2013-10-20 12:25:39 -04:00
Gered
6ed06f5cdb
add render() overloads allowing custom shader and/or lights
2013-10-20 12:13:13 -04:00
Gered
4b30f313b6
more refactoring. can now also render TileChunks separately
2013-10-20 12:05:54 -04:00
Gered
1514bddf14
refactoring
2013-10-20 12:03:39 -04:00
Gered
70d9ce0c89
update TileMapRenderer
2013-10-20 12:02:33 -04:00
Gered
e506d13d21
use a single BoundingBox for both opaque+alpha chunk meshes combined
2013-10-20 12:02:19 -04:00
Gered
4c248d2fda
TileChunk is now a RenderableProvider. updated private mesh object fields
2013-10-20 11:41:47 -04:00
Gered
86e1d3a0cb
more typo
2013-10-20 11:27:12 -04:00
Gered
d215d60b36
typo
2013-10-20 11:26:54 -04:00
Gered
916ddd90c3
have ChunkVertexGenerator return it's results instead of setting them into public fields on the chunk object it's generating a mesh for
2013-10-20 11:18:25 -04:00