| Commit message (Collapse) | Author | Age | Files | Lines |
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fixed an issue with the threadsim routine that would cause re-stepping of all the previous parties after dissolving one of them due to one of the players quitting.
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fixed the vfx drawing procedure so that it treats p as the center when rendering the sprite.
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implemented a vfx subsystem to handle localized, async animations.
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development of a network protocol.
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little man page draft.
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get rid of the notes file. i already keep them on paper.
adapted the client to use an rframe for drawing.
implemented some VModel methods for testing.
FPS2MS → HZ2MS. it makes more sense and is shorter.
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transitioned the integrator from scalar to vector-based.
added a packing procedure for Point2.
created the structure to model bullets.
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implemented per-party game state and dynamics.
now the state is broadcast after integration, not before.
fixed a bug in the broadcast procedure where it would keep referencing an already freed Party and its players.
implemented a proper Keymap the user will be able to configure.
added mkfile rules to manage installation and dependencies.
defined a ton of structs in dat.h for new game objects.
started work on a general vector model abstraction to define ship `skins'.
removed some debug clauses we no longer need. fixed some other ones.
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started serializing game state through the wire.
made some major changes to the Lobby struct, plus the ability to check the health of every connection.
added some more debug statements, did some cleanup and put more checks.
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brought the pack/unpack procedures from ssh(1).
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got rid of unnecessary (at least for now) code.
brought some e-funcs.
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implemented basic server loop, with separate threads to handle connections and run the simulations.
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