SeanOMik
|
13ad671a55
|
scripting: update lua scripts on 'update' stage
|
2024-01-06 23:06:00 -05:00 |
SeanOMik
|
c673fd98ff
|
Large restructuring so lyra-scripting can create a Plugin
ci/woodpecker/push/debug Pipeline failed
Details
|
2024-01-04 23:25:29 -05:00 |
SeanOMik
|
6caf235a6f
|
Add early scripting system with lua
ci/woodpecker/push/debug Pipeline failed
Details
|
2024-01-04 20:52:47 -05:00 |
SeanOMik
|
52e58b1ca5
|
Add lyra-reflect
ci/woodpecker/push/debug Pipeline failed
Details
|
2023-12-30 18:55:05 -05:00 |
SeanOMik
|
d075fd5d5f
|
Fix test failure caused by invalid pointer free, remove unused dependencies
ci/woodpecker/push/debug Pipeline was successful
Details
|
2023-12-28 22:54:19 -05:00 |
SeanOMik
|
2805399fe4
|
Switch to use lyra-ecs
|
2023-12-26 14:12:53 -05:00 |
SeanOMik
|
039e99281a
|
Fix issues with the normal matrix
|
2023-12-21 17:31:04 -05:00 |
SeanOMik
|
e95a45fd53
|
Implement a single point light with blinn-phong lighting
|
2023-11-10 09:14:18 -05:00 |
SeanOMik
|
b9b2c9f8e7
|
Finish fixed rate transform interpolation for the renderer
ci/woodpecker/push/build Pipeline failed
Details
|
2023-11-03 19:50:00 -04:00 |
SeanOMik
|
7ae59c0415
|
Loading textures from gltf blob and gltf.bin's, fix loading multiple meshses in a single model
|
2023-10-21 22:19:34 -04:00 |
SeanOMik
|
bd21e62cba
|
Use resources from the resource manager, implement startup systems
|
2023-09-14 12:58:59 -04:00 |
SeanOMik
|
a1c3cd6d99
|
Write resource managers request function, needs testing
|
2023-09-12 19:07:03 -04:00 |
SeanOMik
|
e21490cd6a
|
Start working on assets
|
2023-09-12 14:25:33 -04:00 |
SeanOMik
|
71c1188f3a
|
Finish implementing plugins, create default plugins, create input plugin
|
2023-09-10 00:38:54 -04:00 |
SeanOMik
|
32689e77ce
|
Convert the engine into a lib package
|
2023-09-08 01:06:50 -04:00 |
SeanOMik
|
2e225ccd09
|
Some code cleanup
|
2023-09-08 01:06:49 -04:00 |
SeanOMik
|
81c3b5be55
|
Fix the logger to include info logs from other crates
|
2023-09-08 01:06:48 -04:00 |
SeanOMik
|
ec960b8f94
|
Fix rendering multiple entities
this is done by using a large dynamic uniform buffer for storing all transforms of entities
|
2023-09-08 01:06:44 -04:00 |
SeanOMik
|
73b44857eb
|
Switch ecs to edict
|
2023-09-08 01:06:42 -04:00 |
SeanOMik
|
805fde2d4e
|
Rewrite the input system using an event based system
|
2023-09-08 01:06:41 -04:00 |
SeanOMik
|
5a37fcf1e6
|
Implement MouseMotion and CursorMoved input events
|
2023-09-08 01:06:39 -04:00 |
SeanOMik
|
d25ecf0e00
|
Add resource system, early input system, custom hecs world wrapper
|
2023-09-08 01:06:38 -04:00 |
SeanOMik
|
7c381672d9
|
simple ecs systems!
|
2023-09-08 01:06:35 -04:00 |
SeanOMik
|
645dd93f21
|
Add better 3d camera, fix memory 'leak' caused by not clearing the RenderJob queue
|
2023-09-08 01:06:30 -04:00 |
SeanOMik
|
265c3dbc5a
|
Significant render refactoring, implement transformation matrix
|
2023-09-08 01:06:26 -04:00 |
SeanOMik
|
3fe294b8b2
|
Create the ground works for an ECS in the engine
|
2023-09-08 01:06:22 -04:00 |
SeanOMik
|
bbc7c8e283
|
Create window, handle simple input
|
2023-09-08 01:05:59 -04:00 |