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