Commit graph

121 commits

Author SHA1 Message Date
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
Gered 028302db4f fix light source calculations for 1x1x1 tiles
"large tiles" left unimplemented for now, as this there's still several
details surrounding those that need to be fleshed out more anyway
2013-10-16 19:08:24 -04:00
Gered 3e62a4f9f2 minor refactoring 2013-10-16 18:53:48 -04:00
Gered ece9fa98e8 better handling of cube face culling when dealing with alphablended cube tiles 2013-10-14 23:21:25 -04:00