Vectozavr
6e35a531c7
made animations extremely precise
2021-11-01 23:04:10 +07:00
Vectozavr
01d89bfc66
made animations extremely precise
2021-11-01 21:48:26 +07:00
Vectozavr
71be55ee58
add reloading animation
2021-11-01 21:08:36 +07:00
Vectozavr
82118c4e02
Visual Studio refactoring
2021-11-01 13:42:21 +07:00
Vectozavr
7dd4a185e3
Visual Studio refactoring
2021-11-01 02:11:04 +07:00
Vectozavr
fe71ab92b0
Visual Studio refactoring
2021-10-31 23:01:06 +07:00
Vectozavr
d2ced42562
Visual Studio refactoring
2021-10-31 17:00:38 +07:00
Vectozavr
59e8887eaf
code refactoring
2021-10-31 16:01:31 +07:00
Vectozavr
d2e34d6764
code refactoring
2021-10-31 15:47:00 +07:00
Vectozavr
785850ec43
code refactoring
2021-10-31 15:39:08 +07:00
Vectozavr
c2620aa8a5
add debug info in ResourceManager & SoundController & Time & Timeline
2021-10-31 02:01:54 +07:00
Vectozavr
1b3e85039c
add debug info in ResourceManager & SoundController & Time & Timeline
2021-10-31 01:54:55 +07:00
Vectozavr
20869dad6b
add debug info in ResourceManager & SoundController & Time & Timeline
2021-10-31 01:35:46 +07:00
Vectozavr
9ea73ab184
add debug info in ResourceManager & SoundController & Time & Timeline
2021-10-31 01:29:42 +07:00
Vectozavr
a294b1de24
replace Animation* in Timeline.h with a shared_ptr<Animation>
2021-10-31 01:07:14 +07:00
Vectozavr
65fb1ce45d
add transform(const Matrix4x4& t)
...
add transformRelativePoint(const Vec3D &point, const Matrix4x4& transform)
implement every transform method using transform() & transformRelativePoint()
2021-10-30 21:17:49 +07:00
Vectozavr
1e6539e8e0
add transform(const Matrix4x4& t)
...
add transformRelativePoint(const Vec3D &point, const Matrix4x4& transform)
implement every transform method using transform() & transformRelativePoint()
2021-10-30 20:54:56 +07:00
Vectozavr
54b1ffa94f
Huge refactoring v3
2021-10-30 19:59:55 +07:00
Vectozavr
61341d1b05
Huge refactoring v3
2021-10-30 16:39:44 +07:00
Vectozavr
30ff702609
Huge refactoring v3
2021-10-30 16:24:19 +07:00
Vectozavr
b7555431de
Huge refactoring v3
2021-10-30 16:13:22 +07:00
Vectozavr
e1c66d8617
Huge refactoring v3
2021-10-30 15:18:31 +07:00
Vectozavr
88d57b5af6
Huge refactoring v3
2021-10-30 04:20:48 +07:00
Vectozavr
8f03c3226d
Huge refactoring v3
2021-10-30 03:44:37 +07:00
Vectozavr
65f2c63643
Huge refactoring v3
2021-10-29 23:43:39 +07:00
Vectozavr
61427ff2fd
Huge refactoring v3
2021-10-29 22:41:07 +07:00
Vectozavr
0913c45743
Huge refactoring v3
2021-10-29 22:19:30 +07:00
Vectozavr
870842b682
Huge refactoring v3
2021-10-28 20:58:02 +07:00
Vectozavr
18d13eed31
add result table
2021-10-26 18:49:51 +07:00
Vectozavr
0f29f9c1c6
small refactor
2021-10-26 02:32:55 +07:00
Vectozavr
0cb7276943
small refactor
2021-10-25 18:51:34 +07:00
Vectozavr
3fa7df24d7
small code refactoring
2021-10-25 08:16:00 +07:00
Vectozavr
612b0feca7
small code refactoring
2021-10-25 08:09:45 +07:00
Vectozavr
6fba295139
VS support
2021-10-23 21:15:24 +07:00
Vectozavr
e6f950032a
VS support
2021-10-23 20:53:52 +07:00
Vectozavr
eaa039b05c
VS support
2021-10-23 19:02:25 +07:00
Vectozavr
e471795290
OpenGL graphics acceleration support!
2021-10-22 23:42:32 +07:00
Vectozavr
22c18968f6
OS Windows support
2021-10-19 01:58:19 +07:00
Vectozavr
7f4b9027ee
Add weapon in enemy's hand. So now you can see weapons of your enemies.
...
Also make some correction of rotation in Object.cpp & Mesh.cpp
2021-10-18 22:30:02 +07:00
Vectozavr
8678e8c929
Move LoadObjects -> ResourceManager to avoid repeated loading from files.
2021-10-18 13:21:09 +07:00
Vectozavr
b3682db958
Move LoadObjects -> ResourceManager to avoid repeated loading from files.
2021-10-18 10:50:45 +07:00
Vectozavr
6d0202eaff
Move LoadObjects -> ResourceManager to avoid repeated loading from files.
2021-10-18 10:44:04 +07:00
Vectozavr
8a6d31eded
Code refactoring.
2021-10-18 00:52:21 +07:00
Vectozavr
e232435246
Code refactoring.
2021-10-17 23:53:30 +07:00
Vectozavr
dd5a9f3ef2
Code refactoring.
2021-10-17 23:38:16 +07:00
Vectozavr
ea9e1887a4
Code refactoring.
2021-10-17 15:41:58 +07:00
Vectozavr
9356008258
Code refactoring.
2021-10-17 14:44:17 +07:00
Vectozavr
f36d94183a
Code refactoring.
2021-10-17 14:27:19 +07:00
Vectozavr
fb7b4878ea
Code refactoring.
2021-10-17 14:21:10 +07:00
Vectozavr
3cbe93c6c0
Move Solver to RigidBody.
2021-10-17 12:35:12 +07:00
Vectozavr
06d0a63a75
Move Solver to RigidBody.
2021-10-17 12:32:23 +07:00
Vectozavr
6856f48054
Code refactoring.
2021-10-17 00:22:55 +07:00
Vectozavr
eba88a178a
Idk what to do with EPA.
...
To salve the problem with infinite cycle in EPA, I added iteration counter.
2021-10-16 20:14:51 +07:00
Vectozavr
a30b6d6059
Remove redundant iterations counter in GJK & EPA
2021-10-13 00:25:28 +07:00
Vectozavr
1fa718f491
Add "final" to all classes from which we dont need to inherit.
2021-10-13 00:18:56 +07:00
Vectozavr
4dae42a3ef
Fixed bug with animations.
...
- Before, if you shoot and go to the main menu, then the traces of the bullets were not removed from the map. This was because the animation stopped updating and the time kept going forward. As a result, the system believed that the animations had already passed, although in reality they had not. Now animations are tied not to their own, but to the global time counter
2021-10-13 00:04:48 +07:00
Vectozavr
d3684f8aa6
Point4D & Triangle now are completely immutable.
...
- Deleted operator= for Point4D and Triangle
- Add Vec3D & Vec2D to substitute Point4D in cases where we dont need 4 dimensions. Vec3D & Vec2D are immutable.
- Small refactoring of EPA & GJK in RigidBody.cpp
2021-10-12 21:12:47 +07:00
Vectozavr
423e6d0d35
OS Windows support
2021-10-09 18:38:24 +07:00
Vectozavr
758685fe57
OS Windows support
2021-10-09 17:41:12 +07:00
Vectozavr
58535b1dd7
OS Windows support
2021-10-03 12:38:10 +07:00
Vectozavr
4997202edc
struct Button -> class Button
2021-10-03 11:52:30 +07:00
Vectozavr
122d30a980
struct Button -> class Button
2021-10-03 11:47:05 +07:00
Vectozavr
58672c0104
Animation refactoring: now we have 1 common timeline with huge list of animation.
2021-10-03 01:18:39 +07:00
Vectozavr
73279d1d23
Animation refactoring: now we have 1 common timeline with huge list of animation.
2021-10-03 01:17:03 +07:00
Vectozavr
8a0221ed77
super huge code refactoring
2021-10-03 00:36:07 +07:00
Vectozavr
b0a457ce47
add structure.png file
2021-09-20 17:54:09 +07:00
Vectozavr
c4b9bd0e35
define -> namespace::const
2021-09-20 16:47:42 +07:00
Vectozavr
720b2e0ddd
1) Create PlayerController
...
2) Split Screen.cpp into (Screen.cpp & Keyboard.cpp & Mouse.cpp)
2021-09-19 20:05:11 +07:00
Vectozavr
5a1c9d8f67
1) Create PlayerController
...
2) Split Screen.cpp into (Screen.cpp & Keyboard.cpp & Mouse.cpp)
2021-09-19 19:44:31 +07:00
Vectozavr
be42d4d9bc
Made Triangle immutable
...
Correct inheritance (Objects -> Mesh & Camera -> RigidBody)
Small code refactor
2021-09-19 15:25:10 +07:00
Vectozavr
17a307c45e
Point4D & Matrix4x4 is not mutable.
...
Delete a lot of not used methods.
Shared ptr corrected mistakes.
2021-09-14 17:47:53 +07:00
Vectozavr
bb4cf148c4
WIN & MAC OS & UNIX support
2021-09-13 21:01:26 +07:00
Vectozavr
7e5c96c123
Initial commit
2021-09-13 19:53:43 +07:00