Commit Graph

245 Commits (620133a45c369672196ec70358c4c197bfe46b17)
 

Author SHA1 Message Date
Elijah C. Voigt 620133a45c Still troubleshooting why some pieces are not fully captured... 1 year ago
Elijah C. Voigt a73b97191d Add aabb check for much fps! 1 year ago
Elijah C. Voigt 41f51715ca Add memory tracing 1 year ago
Elijah C. Voigt 900b9d4a8f Stripped down assets 1 year ago
Elijah C. Voigt 0aa3c2725c Reduce build size, revert testing board 1 year ago
Elijah C. Voigt b5db24553e Spotlights do not cast shadows
This really helps the framerate... to an extent
1 year ago
Elijah C. Voigt 6f613d730e Undo temporary board change -- oops! 1 year ago
Elijah C. Voigt 9f3b9151b3 Fixed dissolve for pieces crossing canal 1 year ago
Elijah C. Voigt 5f3ed207fa Shdaow example + fixed shadows
Turns out one of the two things I fucked with caused the shadows to be
borked! What are the odds! (very high)
1 year ago
Elijah C. Voigt bb2775b5eb Tweakable animation speeds for everything
Pressing speeds up animations across the board
Animation "fast" speeds can be tweaked per category:
* text
* movement
* light
* dissolve
1 year ago
Elijah C. Voigt 9c4e43a24c Animation speed for dissolve looks sick as hell 1 year ago
Elijah C. Voigt c319ecab61 Just left click (now for de-selecting pieces) 1 year ago
Elijah C. Voigt 9c396e3183 Loading is fixed and merging is partially fixed
Still have to get rid of one of the two merged pieces
1 year ago
Elijah C. Voigt 82b1f00d14 loading is blocking again
Thank glob.
1 year ago
Elijah C. Voigt 2295de0043 Loading is borked, but tutorial worked... 1 year ago
Elijah C. Voigt 2a33dd7464 Revert to old game board 2 years ago
Elijah C. Voigt 0c56bd18a1 Wait I think merging works?! fuck yeah. 2 years ago
Elijah C. Voigt 098df2998b Fixed moves correctness!
Sans merging which we still haven't wired into the real game...
2 years ago
Elijah C. Voigt 80738dd217 Merging moves implemented ish
At least on the backend. Not sure they're rendered.

God bless test driven development, amirite?
2 years ago
Elijah C. Voigt 40b40ae887 Tests pass
Feels good man
2 years ago
Elijah C. Voigt 33f37d57c4 I think it's working again
*wipes brow* thank god.
2 years ago
Elijah C. Voigt 2fb524643d Saving place. Broken but don't want to go further... 2 years ago
Elijah C. Voigt b86aea043e Parsing board from ascii
Mostly useful for testing!
2 years ago
Elijah C. Voigt df1a2a3bf7 put-down animation works!
Thank christ
2 years ago
Elijah C. Voigt 4cebce8bf2 break down select and pointer hover
This allows us to hook into the hovered piece for debugging
2 years ago
Elijah C. Voigt 63ca981aa4 somewhat fix shadows with system ordering 2 years ago
Elijah C. Voigt 0cf4fe4fb6 handle skip to end of animation 2 years ago
Elijah C. Voigt 52f978e70a Basically the intro works...
There's def some bugs with clicking through the intro title...
2 years ago
Elijah C. Voigt 95559d8887 Very small quality of life stuff, broke shadows
Click to move through into + title
Speed up animations by pressing down instead of jumping to end.
    (tweakable)
2 years ago
Elijah C. Voigt 9f5856f86f Add shadows, fix some animation jank, iterate on valid move indicator 2 years ago
Elijah C. Voigt 5bf70e5980 Updated skybox, title, buttons 2 years ago
Elijah C. Voigt 6e2d96a17b audio intensity 2 years ago
Elijah C. Voigt 1a056277c9 Fixed a small amount of jank with the alpha on the title
Still a small amount of alpha jank on buttons sadly...
2 years ago
Elijah C. Voigt a0c50a88c6 Slightly improved valid move indicator, title rendered text 2 years ago
Elijah C. Voigt 3d6ca40e67 There are some bugs in the rewrite, need some elbow-grease to iron them out 2 years ago
Elijah C. Voigt 3157666d84 Re-architecture for moves
Now that moves are a bit more complicated I did a pass at calculating
which moves are valid for a given piece.

The speed/memory usage on this version is likely higher, but we're
dealing with really small numbers of moves so I'm not worried about
it. Optimizations should be simple if I look for them.

As for the re-architect, we generate a list of possible moves for a
piece, check that against some candidates spot, and if it _could_ be a
valid move, we do additional checks like if this is a capture, if this
is an invalidating move, or if this would "Jump" (which was my main goal
with this refactor).
2 years ago
Elijah C. Voigt f0befe0928 Queen "no jumping" is _mostly_ implemented.
You can still jump over enemies which is BS.
That is going to require some... magic... to fix.
2 years ago
Elijah C. Voigt 0edfcfec5b Drone has "no jumping" implemented 2 years ago
Elijah C. Voigt 7e69ae134a Lol fixed it 2 years ago
Elijah C. Voigt ec09fe4d28 So we un-fixed the issue with the dissolve
The base color seems really important... unfortunately...
2 years ago
Elijah C. Voigt 12feaca205 OK intro animation looks good enough... for now. 2 years ago
Elijah C. Voigt 783eb95fe4 cargo fmt 2 years ago
Elijah C. Voigt 595076607e I mean the intro part works...
Outro does not...
2 years ago
Elijah C. Voigt eb698b0316 First stab at dissolving title
I wrote this literally without running it.
Let's see if I nailed it :fingerscrossed:
2 years ago
Elijah C. Voigt 7fd38dab26 yay the shared material problem is fixed
Now on to getting that intro dissolving!
2 years ago
Elijah C. Voigt 3275582176 cargo fmt... also maybe fix that shared materials thing 2 years ago
Elijah C. Voigt 2d476b89da Oh good, the piece was moving, it was just invisible! 2 years ago
Elijah C. Voigt 37a7488852 Dissolve refactor: It ain't perfect, it ain't done, but it's progress!
Yay incremental progress toward the old effect!

The function that plays the animation for dissolving when pieces are
tagged is roughly working.

The only downsides now are that multiple pieces are sharing the same
material, and more importantly the piece should be moving to the side of
the board but it is not!
2 years ago
Elijah C. Voigt 7b4682bc21 mid refactor: dissolve::{in,out} tagging for animation
So far things are borked, but it _feels_ like we're going in the right
direction
2 years ago
Elijah C. Voigt 72811d6d04 The dissolve texture is fixed!
Somehow there are _more_ bugs now, but a big one is fixed!
2 years ago