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* more wall rendersStar Rauchenberger2022-03-181-4/+26
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* lotta performance improvementsStar Rauchenberger2022-03-171-90/+105
| | | | | | | the two main things: 1) When ticking three times after a lighting change, we no longer iterate over the entire map. Instead, we keep a list of the tiles that have changed and the ones adjacent to them, and we iterate over that list. 2) The map tile type is now stored in a separate array from the rest of the tile data. This is because the tile type is the only thing needed for the cellular automata tick, and thus the only thing that we need to actually copy.
* signs are more common and also quieterStar Rauchenberger2022-03-161-2/+2
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* signs can be read now!Star Rauchenberger2022-03-161-5/+28
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* added signs (which can't be read yet)Star Rauchenberger2022-03-161-3/+67
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* instead of ticking the entire screen every lighting update we only tick a ↵Star Rauchenberger2022-03-151-2/+6
| | | | | | chunk size around the player is this helping?
* lit tiles in unloaded chunk should count toward total lit tiles for zoomingStar Rauchenberger2022-03-151-5/+2
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* maybe made the slowdown when zoomed out much betterStar Rauchenberger2022-03-151-6/+6
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* started adding zooming anim, looks weird esp when movingStar Rauchenberger2022-03-151-3/+11
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* fixed flickering while walkingStar Rauchenberger2022-03-141-1/+1
| | | | sort of. the (intentional) dust flicker is still there. might want to remove the player trailing dust as they walk.
* a lot faster now thanks to only ticking on-screen every loopStar Rauchenberger2022-03-141-3/+8
| | | | flickering while moving now though
* map is now "infinite" using chunks that dynamically load like in diamond&pearlStar Rauchenberger2022-03-141-86/+37
| | | | game is also slow as shit now
* fmod splash screenStar Rauchenberger2022-03-141-0/+1
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* refactored game code into the game class (for titles / multiple games)Star Rauchenberger2022-03-131-0/+885