Zed A. Shaw
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19b9a4affd
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The reload mechanism for shaders is a bit better, but still to make them unique.
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1 year ago |
Zed A. Shaw
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08bc48df3d
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GLSL smoothstep is NOT lerp, it's 'Hermite linear interpolation' which basically means not a damn thing anyone says it is. mix is what I want.
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1 year ago |
Zed A. Shaw
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766b20f3f8
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Rayview now uses the shader manager.
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1 year ago |
Zed A. Shaw
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edee3ac0c9
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Quick test that shows the shader now just work on any UI element.
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1 year ago |
Zed A. Shaw
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35ced58cc9
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Shaders now are managed by a manger that can do hot reloading and it also will detect a bad shader and use an ERROR shader so you know it's busted visually.
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1 year ago |
Zed A. Shaw
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a5b8e411e3
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I can now apply shaders to any GUI element, but I need a shader manager that will allow for hot reloading and tracking input/output variables.
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1 year ago |
Zed A. Shaw
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80b4faf940
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Added a screen size parameters to the fragviewer.
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1 year ago |
Zed A. Shaw
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576110ea44
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Fragviewer can now load a sprite from my sprite list and then apply shaders to it.
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1 year ago |
Zed A. Shaw
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724d3edb61
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Wrote my own quick and dirty fragment shader viewer.
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1 year ago |
Zed A. Shaw
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b5d93399d5
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Converted the buttons to reflect the actions you can take.
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1 year ago |
Zed A. Shaw
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d7e9944e58
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Change the buttons to text for development until I can get the icons/art.
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1 year ago |
Zed A. Shaw
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e11a374d26
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No need to compile arena anymore.
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1 year ago |
Zed A. Shaw
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5a3b567fd1
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Solve a problem where if you give a name for cell and the name doesn't exist you get a crash during world query in GUECS.
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1 year ago |
Zed A. Shaw
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0e2f213871
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Added in a new art for a 'gold savior' and refined the battle engine more but it's not quite what I want.
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1 year ago |
Zed A. Shaw
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ca328e10dc
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Rework the source so that battle is in its own thing to work on.
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1 year ago |
Zed A. Shaw
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e6a8a8b338
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Fixed the map so that it shows directional arrows instead of a compass.
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1 year ago |
Zed A. Shaw
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c7c48658bd
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Lots of dumb little edits to sort out what I'm aiming at. I'll next clean out most of this in a refactor.
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1 year ago |
Zed A. Shaw
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1f90367f51
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Initial battle engine is now integrated in the systems so now I can finally get the turn based combat to work the way I envision.
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1 year ago |
Zed A. Shaw
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e18aeaf05c
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Bring back a simple blood splatter texture.
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1 year ago |
Zed A. Shaw
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b832bbd78a
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Fixed how sprites/textures are loaded so tehy default to frame 0 of any multi-frame textures.
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1 year ago |
Zed A. Shaw
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6d73c87c4e
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Debug UI now has little icons for each enemy and can spawn any enemy. Also I forgot the files.
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1 year ago |
Zed A. Shaw
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07ce8a4148
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New debug_ui that shows perf data, other debug info, and allows spawning enemies.
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1 year ago |
Zed A. Shaw
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4f090159ab
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Started working on this 'arena tester' tool that would let me load an enemy and test them, but then realized I could just make it so I can spawn enemies in the game. I'm keeping the arena around as it will be useful later as a scriptable testing tool, but for now just spawn and test.
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1 year ago |
Zed A. Shaw
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b6c1eba1b3
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Actually I can just use the ai::distance_to_goal function on the fit_sort to sort by cost and distance.
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1 year ago |
Zed A. Shaw
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c1aba2d5c8
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This does a 'fit_sort' whenever the state is changed. fit_sort effectively sorts the actions by distance+cost so that the cost is actually present unlike the original algorithm.
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1 year ago |
Zed A. Shaw
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c014e65c13
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Gave up on trying to get the GOAP algorithm to correctly apply the cost structure to competing choices, and instead I take the resulting action list and simply find the next best one based on cost.
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1 year ago |
Zed A. Shaw
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52f45e1d45
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Mostly fixed up but I have to figure out why cost on actions isn't changing the priority.
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1 year ago |
Zed A. Shaw
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862d8b4d81
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Now have a cycle and repeated action mitigation technique in the AI algorithm called 'delete shit you've seen'.
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1 year ago |
Zed A. Shaw
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6fa7b0a418
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Accidentally committed code during testing.
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1 year ago |
Zed A. Shaw
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0ebc60793a
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Brought back the closed_set to avoid visiting nodes already handled.
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1 year ago |
Zed A. Shaw
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922fbeba0e
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AI now follows the A* algorithm more closely by using a separate priority queue from the open_set.
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1 year ago |
Zed A. Shaw
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72951f308f
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Converted almost everything to use wstring so that it works better with SFML and the unicode/utf8 usage in the system.
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1 year ago |
Zed A. Shaw
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47c6bfd531
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AI engine is working and I have a little BattleEngine going but the AI is working better than it should in systems.cpp. Need to find out why then make the BattleEngine avoid running entities that have END in action lists.
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1 year ago |
Zed A. Shaw
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da273cbee6
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Refactored rituals so they can be used in different situations.
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1 year ago |
Zed A. Shaw
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5af9a6664e
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Have a few basic monochrome test items and the first little leather pouches on the 'tool belt'.
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1 year ago |
Zed A. Shaw
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d7ff7d6acf
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Map view now displays a simple status message, more to come.
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1 year ago |
Zed A. Shaw
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6fe343d82d
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Bad commit previously, but not minimap updates.
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1 year ago |
Zed A. Shaw
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322797f787
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Now have a full map and a mini map, but I think the mini map will stop rendering sometimes.
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1 year ago |
Zed A. Shaw
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193d97eb48
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Bring over the dbg.h to see if it's usefule.
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1 year ago |
Zed A. Shaw
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2e79cf8781
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Map is way better and components::Tile is _vastly_ improved by switching to a wchar_t on display and letting nlohmann::json auto convert it for me.
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1 year ago |
Zed A. Shaw
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2b57552152
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Not the greatest but this is kind of what I want for the map.
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1 year ago |
Zed A. Shaw
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6c9016eb0f
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After some prototyping I have what I think I want for the map. Just a simple piece of paper you take out that has the ASCII map on it.
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1 year ago |
Zed A. Shaw
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acbf384e2a
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Fixed some of the easing functions but still not sure with RAT_GIANT doesn't move.
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1 year ago |
Zed A. Shaw
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a53f81715d
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Have a basic map prototype gui working.
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1 year ago |
Zed A. Shaw
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8b3573b01d
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Basic Ritual crafting UI is prototyped, so next step is to create some items and refine the UI with a possible FSM to keep it organized.
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1 year ago |
Zed A. Shaw
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1aa6674e42
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Created a nice utility library for doing animations, and used it in the ritual crafting UI.
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1 year ago |
Zed A. Shaw
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0a40135f5d
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Throw in the distance to mess with it later.
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1 year ago |
Zed A. Shaw
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65c9e4b0c6
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Initially implemented 'ritual blanket' UI for the crafting of rituals in combat.
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1 year ago |
Zed A. Shaw
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263b7741f6
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The ritual UI is now in its own thing, but not hooked up yet.
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1 year ago |
Zed A. Shaw
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f1cc9f86c1
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Very early prototype of the ritual crafting UI, but it needs its own thing.
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1 year ago |