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2026-07-23 21:45:57 -05:00
bin fixed simd normalize because i guess you needed to check for dot > eps2, actually enabled use of custom allocator for uf::stl containers, updated nlohmann/json wrapper to use supplied types (should fully remove the need to glue on float64_t to it for dreamcast, even though either -m4/-m4-single fixed that last i checked), fixed weird issue with debug draw having frame % 3 draw the wireframe without a transformation matrix presumably because the camera viewport was [4] instead of [6] (even-even though it fixed itself when i only set the specialization constant for debug text only), mostly corrected source-engine physics state even though it should probably get defined in the bsp loader or something 2026-07-23 21:45:57 -05:00
client repaired VR support (to-do: make the VR rendermode work) 2026-06-22 22:04:18 -05:00
dep fixed simd normalize because i guess you needed to check for dot > eps2, actually enabled use of custom allocator for uf::stl containers, updated nlohmann/json wrapper to use supplied types (should fully remove the need to glue on float64_t to it for dreamcast, even though either -m4/-m4-single fixed that last i checked), fixed weird issue with debug draw having frame % 3 draw the wireframe without a transformation matrix presumably because the camera viewport was [4] instead of [6] (even-even though it fixed itself when i only set the specialization constant for debug text only), mostly corrected source-engine physics state even though it should probably get defined in the bsp loader or something 2026-07-23 21:45:57 -05:00
docs
engine fixed simd normalize because i guess you needed to check for dot > eps2, actually enabled use of custom allocator for uf::stl containers, updated nlohmann/json wrapper to use supplied types (should fully remove the need to glue on float64_t to it for dreamcast, even though either -m4/-m4-single fixed that last i checked), fixed weird issue with debug draw having frame % 3 draw the wireframe without a transformation matrix presumably because the camera viewport was [4] instead of [6] (even-even though it fixed itself when i only set the specialization constant for debug text only), mostly corrected source-engine physics state even though it should probably get defined in the bsp loader or something 2026-07-23 21:45:57 -05:00
ext mucho texto (hunted down a weird GCC v13 bug that required uf::transform::apply to be inlined, working clang again, more attempts to fix ragdolls, made GUI text much more optimal, debug draw text, a bunch of other things) 2026-05-30 21:48:28 -05:00
makefiles fixed simd normalize because i guess you needed to check for dot > eps2, actually enabled use of custom allocator for uf::stl containers, updated nlohmann/json wrapper to use supplied types (should fully remove the need to glue on float64_t to it for dreamcast, even though either -m4/-m4-single fixed that last i checked), fixed weird issue with debug draw having frame % 3 draw the wireframe without a transformation matrix presumably because the camera viewport was [4] instead of [6] (even-even though it fixed itself when i only set the specialization constant for debug text only), mostly corrected source-engine physics state even though it should probably get defined in the bsp loader or something 2026-07-23 21:45:57 -05:00
.gitignore added lz4 because i forgot to finish it i guess (and starting to abstract this batched-scattered read paradigm) 2026-07-12 12:44:07 -05:00
debug.sh insanity (added VFS, piped everything through it and made it work, 90% done with valve loaders) 2026-06-06 00:10:29 -05:00
LICENSE
Makefile
program.sh insanity (added VFS, piped everything through it and made it work, 90% done with valve loaders) 2026-06-06 00:10:29 -05:00
README.md

Engine

An unnamed, almost-entirely from-scratch, engine written in C++.

Build

While the build system is fairly barebones and robust under make, dependency tracking is not.

  • Ensure all requested dependencies under REQ_DEPS are available in your build system, as well as a valid compiler under CC/CXX.

Configuration for build targets are available under ./makefiles/ are available with the naming convention ${system}.${compiler}.make.

  • Additional compiler flags and make variables can be specified here.

To compile, run make. The outputted libraries and executables will be placed in the right folders under ./bin/.

Run

Currently, a barebones setup is provided via the .zip bundle.

If adequate assets are provided, run ./program.sh or make run. This ensures the path to the required libraries are added to the PATH.

Documentation

The provided documentation under ./docs/ should (eventually) provide thorough coverage over most, if not all, of this project.