29 Commits

Author SHA1 Message Date
53810dd99f Toggle-able AA
button Q toggles anti-aliasing (handled in RenderSystem)
2020-12-13 00:12:49 +01:00
482aa93cce Add new textures with normalmaps
Now each texture has proper normals
2020-11-18 16:29:28 +01:00
fd9317a5f5 Calculate tangents for ObjMesh 2020-11-18 15:30:31 +01:00
4951ad3b04 Add normalmap support
Tangents are not yet used, so the normals are currently only correct for the ground.
2020-11-16 13:11:07 +01:00
0254b81882 Implement basic shadows
Still shadow acne, but working in principle
2020-10-27 21:13:07 +01:00
074ec20e1b Add interactive path editing
The PathMovementSwitchSystem was repurposed to a general InteractivePathSystem for this. It handles switching and adding points, as both seem like sensible possibilities for such entities to have.
2020-10-03 18:05:55 +02:00
3fb23200fb Add system to switch between path and manual movement
This system automatically checks for entities with both movement methods, and activates/deactivates them when pressing P.
2020-10-03 17:44:52 +02:00
cf19af1142 Attempt at constant speed
Not working because linearly increasing t doesn't imply constant velocity within a segment between two points. Seems like a more complex approach will be necessary
2020-10-03 00:56:49 +02:00
09897240d1 Add changing speed with W and S 2020-10-03 00:56:41 +02:00
2889a6fa8a Make movement work with origin change 2020-10-02 22:47:10 +02:00
9125e7a3cc Add origin vector to Transform
We need this in addition to the Matrix (which includes translation) - mainly for rotation, which should be around the translation, but not around the origin.

There may be some places left which need changes due to this - the line between the origin and translation isn't as clear yet as it should be.
2020-09-29 21:04:25 +02:00
0aa41b3d66 Basic structure for rotation 2020-09-29 17:56:07 +02:00
d6effd66f6 Finish basic spline movement
The speed isn't chosen correctly yet, but the basic movement along the spline is functional!

There are opportunities for a performance increase: Some calculations which we currently do every frame, are actually only necessary once we choose a new point for moving towards.
2020-09-28 18:14:20 +02:00
8f3d3dc7bf First steps towards Catmul-Rom spline path movement
Lots of hardcoded stuff, but interpolation between two points is working and displayed.
2020-09-28 16:52:35 +02:00
d538ff64ec Add materials for diffuse + specular shading 2020-01-15 18:25:04 +01:00
30b36bd9f8 Add basic sine animation component + system for it 2020-01-15 17:16:55 +01:00
59e3132d6e Proper transparency via sorting + new test level 2020-01-15 17:06:58 +01:00
c1c62a9b94 Basic LOD system 2020-01-15 12:06:20 +01:00
a043847bad Basic (non-sorted) transparent rendering and cleanup in RenderSystem 2020-01-15 00:22:39 +01:00
cbb0dc1164 Texture! 2020-01-14 13:14:33 +01:00
1824b0c38c Correctly render mesh from obj 2020-01-14 12:53:31 +01:00
8c6a1d7834 Cleanup: Moving things where they belong 2020-01-07 22:13:47 +01:00
0908a39aa5 Mouse look works properly when stationary 2020-01-07 21:38:26 +01:00
a262b60def Mostly functional mouse look
Walking doesn't take it into account though...
2020-01-07 20:02:40 +01:00
511b2da319 A cube is rendered with the new system! 2020-01-07 18:12:43 +01:00
02b0f6a67a Nonfunctional new rendering 2020-01-07 15:35:12 +01:00
d99ca4c8d7 Basic camera, mesh, rendering systems
Not used yet!
2020-01-07 13:50:47 +01:00
7675ddc3a4 Add glm for vector math, used for position and movement 2020-01-07 13:10:23 +01:00
3529254a29 Move all ECS stuff into their own files / dirs 2020-01-04 18:25:47 +01:00