• https://git.ecker.tech/ aims to provide a place to share my efforts while maintaining true ownership of my code, as I do not trust GitHub.

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  • Joined on 2022-10-10
ecker pushed to master at ecker/engine 2026-08-04 04:30:22 +00:00
fc47cff1fa maybe final fixes for opengl (properly set depth range and ops, just need a scene to test for dreamcast......)
ecker pushed to master at ecker/GLdc 2026-08-04 04:27:11 +00:00
f8bef6fe2f fixed color issues not mapping properly
ecker pushed to master at ecker/GLdc 2026-08-04 04:21:12 +00:00
9d3d1a0e26 fixed issue with GL_FLOAT vertex attributes
ecker pushed to master at ecker/engine 2026-08-04 00:32:10 +00:00
eacde883d0 finally fixed dreamcast/flycast not rendering the main menu (to-do: fix inside out for x86_64 opengl), fixed uf::vector::notEquals, added deterministic fnv1a hashing for when it needs to be cross platformed
ecker pushed to master at ecker/engine 2026-08-01 05:03:21 +00:00
d481d8ae4a added cache VFS to store all these offline-converted formats, repaired opengl renderer because of some annoying bug of implicitly casted vectors of different dimensions......
ecker pushed to master at ecker/engine 2026-07-28 06:04:46 +00:00
44e0caca5b added ADPCM, added encode/decode functions for vorbis/wav, automatically convert audio to ADPCM for Dreamcast playback, (theoretically working) spatial audio for AICA-audio backend, non-streamed (SFX) maybe working?
ecker pushed to master at ecker/engine 2026-07-27 12:27:20 +00:00
d3d33383ec actually flycast had a bug that refused to play audio from kallistios-based programs...
ecker pushed to master at ecker/engine 2026-07-27 01:37:40 +00:00
9ac47e843f more schizophrenic fixes for the dreamcast build (for audio/graphics to still be broken), dropped freetype for stb_truetype (to shrink the DC binary down to 2.6MB)
ecker pushed to master at ecker/GLdc 2026-07-26 05:27:21 +00:00
d08ddeda7c fixed issue with GL_FLOAT vertex attributes
ecker pushed to master at ecker/engine 2026-07-25 03:46:27 +00:00
c61e502dcb a bunch of schizoshit to get dreamcast target to boot (crashes from a memory pool assert) while simultaneously shrinking the .elf (3.60MB=>3.06MB)
ecker pushed to master at ecker/GLdc 2026-07-24 21:07:20 +00:00
971d3d37e6 (rebased) experimental support for parsing from a float16 mesh (or a float32-quantized-as-ushort mesh)
ecker pushed to master at ecker/GLdc 2026-07-24 20:49:55 +00:00
ee8b8f4094 (rebased) experimental support for parsing from a float16 mesh (or a float32-quantized-as-ushort mesh)
ecker pushed to master at ecker/GLdc 2026-07-24 20:49:19 +00:00
a1cd80a8db Merge branch 'fix-dc-texture-upload-userclip' into 'master'
f11f7c966a texture: fix Dreamcast hardware texture and scissor regressions
4f6835d27a Merge branch 'kos-release-stride-fix' into 'master'
862bcf70d1 Use release-compatible PVR texture stride setup
49b7a3f208 Merge branch 'fixCmaketypo' into 'master'
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ecker pushed to master at ecker/engine 2026-07-21 05:11:54 +00:00
b309a60b8c more physics tweaks (disabled NGS because it behaved poorly, added some small code to keep objects when grounded to moving bodies, fixed oversight with kinematic bodies), made darkengine lightmaps properly dark with baking it as srgb
ecker pushed to master at ecker/engine 2026-07-21 01:18:38 +00:00
5cc441bb63 chasing down demons in the physics system......
ecker pushed to master at ecker/engine 2026-07-20 21:41:45 +00:00
afd04c317e renamed ttlg => lgs (because it makes slightly more sense as it follows the naming convention of ext::valve for Valve formats, although it might be better to instead be dark/source or darkengine/sourceengine)
4fba288af5 newdark: cleaned up code, io.lua handles strictly IO, osm.lua handles replicating OSM code, schema_db.lua handles resolving schemas => filenames, lua hook calls returns their values (to-do, try and return any value, probably never happening)
Compare 2 commits »
ecker pushed to master at ecker/engine 2026-07-20 05:06:30 +00:00
988a61de7a newdark: code cleanup (with uf::stl::reader), squashed bugs with ambience (to-do: fix attenuation), more I/O (buttons actually work, most things sans keycard readers emit the right sound, elevator lifts mostly work), added mask filtering for raycast to avoid hitting triggers, to-do: add a crosshair and draw a square around entity looking at, fix SIMD normalize being dreadfully slow
ecker pushed to master at ecker/engine 2026-07-19 07:38:25 +00:00
7bd018dae0 newdark: (ughhhh) binding physics states, ambient sounds, doors, triggers, songs (missing things like XXMIX_S), to-do: more I/O, fix trigger bounds being weird, optimize physics bodies because it eats half my frametime | added dir listing for VFS, added queueing pending sounds to seamlessly transition (streamed audio only), probably a lot of other things just to make the former features happen..............
ecker pushed to master at ecker/engine 2026-07-18 01:14:10 +00:00
bd6b41a7a7 newdark: fixed orientation (naively binding a light to a proper entity caused issues), code cleanup (to-do: fix some models loading the wrong materials, finish binding data)
ecker pushed to master at ecker/engine 2026-07-17 16:56:09 +00:00
9520e33d75 newdark: fixed lights not loading, almost fixed orientation loading wrong, (to-do: fix prop materials sometimes being wrong)