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Renderer is basically now more C++'y, as it makes more use of classes (a lot of GL types have been wrapped), and the renderer itself is now a class. The monitor mesh is also now indexed.
Tweaked the NTSC artifacting after inadvertently fixing a bug with the way the image was loaded.
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Only wall and platform collision currently works, and map edges are not currently implemented.
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This should improve speed, because entity lookup will be O(1) instead of O(log n). Deletion is also O(1). Insert stays at potentially O(n), but still should be overall faster than the previous method.
Also replaced some asserts with exceptions.
Also made Component polymorphic so that deletion actually works properly.
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