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c87eac5e05
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bigly refractors vector/quaternion/matrix all around (and beginning to ensure SIMD optimizations for physics)
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2025-09-04 00:46:01 -05:00 |
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a66f56ad9f
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refractor to try and minimize differences between reactphysics and internal physics engine (that i really need to optimize now), reverted some things with the graph system to get it to work again on scenes with more than one mesh (because for some reason instance IDs need to be global and i cant for the life of me figure out how to properly remap them)
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2025-09-01 23:16:43 -05:00 |
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3b5db2c32c
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finally it works (to-do: support for reading from fp16/bf16/quantized vertex data, some method of emitting contact information to the colliding bodies, collision masking, per-body gravity, fix sinking occuring when using the collider offset, some other things)
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2025-09-01 14:51:46 -05:00 |
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40da94c422
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wasted a week on trying to roll out my own physics system just to be humbled when it almost works but doesn't work well enough (probably a bad solver, will probably revisit it at a later date)
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2025-08-30 15:52:30 -05:00 |
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532c4054b6
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audio cleanup or something (because it's lagging the dreamcast build when emitting sounds)
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2025-08-24 11:38:37 -05:00 |
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9f23e22eb3
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more clang asan checks (and getting it to compile on MSYS2/clang)
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2025-08-23 18:21:50 -05:00 |
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8ccf468c2a
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fixes from the slop
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2025-08-23 11:36:36 -05:00 |
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c5f0ec69b2
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crammed linux support and spent several hours trying to hunt down static initialization demons just for my .so lib to be made wrong
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2025-08-23 01:50:57 -05:00 |
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e796fee762
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more dependency cleanup / updating
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2025-08-18 20:55:44 -05:00 |
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8298fcec2d
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more cleanup, crammed DC texconv into here for later use
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2025-08-18 20:47:25 -05:00 |
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0a299a3fd2
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removing unused dependencies, noted quirks with Dreamcast compilation
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2025-08-17 17:53:10 -05:00 |
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eadf732ee5
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more agony (oversight fixes and dreamcast build works again (although it doesn't resolve my outstanding issues of too large of a scene mesh......))
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2025-08-13 22:12:38 -05:00 |
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bc406d5b62
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agony (added streaming in mesh data if it's out of range (but for the worldspawn only), re-enabled mesh slicing because I commented it out months ago and didn't remember why, some other things probably in the quest of getting this added)
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2025-08-13 19:46:05 -05:00 |
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a9b5a03f94
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shuffled code around for when I figure out how I want to stream a partitioned mesh (even though this defeats the purpose of re-implementing the chunk/region system because I do not want to go about splitting each region into its own model-entity-graph-whatever)
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2025-08-11 21:14:30 -05:00 |
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cf9a4c9a9d
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some more cleanup, use march=native + lto for dev (non-release), only do mesh quantization when available (when using my GLdc fork), removed unused headers
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2025-08-10 20:29:40 -05:00 |
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add0b88248
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re-added libext.dll being compiled separately (to serve as a way to segregate non-engine into here)
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2025-08-10 19:07:57 -05:00 |
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87ed97408f
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migrated (most of) ./ext/ into the core engine (because in reality I don't think it'd be easy to make them optional)
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2025-08-10 18:58:27 -05:00 |
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2186e41641
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fixed text rendering in opengl (and the culling issue), use libtremor for dreamcast because vorbis is too taxing on the SH4, fixed uf::io::exists by just trying to open the file instead of stating it, probably some other things
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2025-08-05 18:39:56 -05:00 |
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aeb648595f
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dreamcast build compiled and somewhat running (required patching kernel/arch/dreamcast/hardware/cdrom.c), also fixed GUI elements not rendering under opengl
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2025-08-04 23:34:37 -05:00 |
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c49dfb9b8c
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some stuff to get the dreamcast build working again (or at least compiling, reading from the CD through KOS in emulators broke so I can't test much)
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2025-08-04 17:51:43 -05:00 |
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81da764d6b
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added wav (from file) and PCM (from memory buffer) playback, modified hook to VALL-E TTS to now either directly play the audio or invoke a callback (currently only hooked via sound emitter)
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2025-08-03 13:45:31 -05:00 |
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73ca9bb168
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crammed in vall_e.cpp support to finally justify creating it (and a bunch of other things)
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2025-08-02 23:02:49 -05:00 |
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4063105847
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trimming things
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2025-08-01 23:58:25 -05:00 |
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67f0456352
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some tweaks or something
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2025-08-01 23:58:25 -05:00 |
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6b37b2fa0e
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Repaired OpenGL / Dreamcast build
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2025-08-01 23:58:24 -05:00 |
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bb356ee399
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Commit for 2024.12.01 23-07-01.7z
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2024-12-01 23:07:00 -06:00 |
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f1ab22c4a0
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Commit for 2023.10.25 00-13-51.7z
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2023-10-25 00:13:00 -05:00 |
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fa1e54c7f7
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Commit for 2023.01.27 22-55-56.7z
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2023-01-27 22:55:00 -06:00 |
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28cf6a7d8f
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Commit for 2022.12.30 20-20-07.7z
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2022-12-30 20:20:00 -06:00 |
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de54bcad8f
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Commit for 2022.12.21 16-25-26.7z
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2022-12-21 16:25:00 -06:00 |
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e816814186
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Commit for 2022.11.27 13-25-40.7z
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2022-11-27 13:25:00 -06:00 |
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7668f1f9bf
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Commit for 2022.11.24 15-35-53.7z
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2022-11-24 15:35:00 -06:00 |
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38f1437330
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Commit for 2022.10.09 22-47-36.7z
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2022-10-09 22:47:00 -05:00 |
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f556532dd4
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Commit for 2022.08.14 23-37-12.7z
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2022-08-14 23:37:00 -05:00 |
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928945e727
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Commit for 2022.07.21 23-48-52.7z
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2022-07-21 23:48:00 -05:00 |
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64dd96692c
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Commit for 2022.07.20 00-37-19.7z
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2022-07-20 00:37:00 -05:00 |
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14e7a9aa6d
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Commit for 2022.07.13 22-34-59.7z
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2022-07-13 22:34:00 -05:00 |
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403aa11343
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Commit for 2022.07.10 23-56-57.7z
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2022-07-10 23:56:00 -05:00 |
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cbd76acbd5
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Commit for 2022.07.09 22-04-13.7z
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2022-07-09 22:04:00 -05:00 |
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26a933307b
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Commit for 2022.07.09 19-45-23.7z
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2022-07-09 19:45:00 -05:00 |
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967f6b768f
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Commit for 2022.07.05 00-10-00.7z
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2022-07-05 00:10:00 -05:00 |
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c536d24e63
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Commit for 2022.06.28 23-53-39.7z
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2022-06-28 23:53:00 -05:00 |
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70162646cb
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Commit for 2022.06.18 23-45-31.7z
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2022-06-18 23:45:00 -05:00 |
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e38c08ff85
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Commit for 2022.06.12 17-21-07.7z
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2022-06-12 17:21:00 -05:00 |
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a9f5a56366
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Commit for 2022.06.05 22-42-59.7z
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2022-06-05 22:42:00 -05:00 |
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82390c927b
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Commit for 2022.06.04 23-47-01.7z
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2022-06-04 23:47:00 -05:00 |
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6418a76456
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Commit for 2022.06.02 00-03-46.7z
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2022-06-02 00:03:00 -05:00 |
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cf3d1eebc1
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Commit for 2022.05.09 00-07-22.7z
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2022-05-09 00:07:00 -05:00 |
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c8853dc1b8
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Commit for 2022.05.05 01-14-35.7z
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2022-05-05 01:14:00 -05:00 |
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ccf743d344
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Commit for 2022.04.24 23-41-03.7z
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2022-04-24 23:41:00 -05:00 |
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