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* use a queue for player input to dampen race conditions between the netcode ↵rodri2023-06-051-0/+1
| | | | and the sims.
* integrated cmixer for sound and sfx.rodri2023-05-231-2/+10
| | | | fixed the vfx drawing procedure so that it treats p as the center when rendering the sprite.
* improvements to show a bullet's explosion upon ttl consumption.rodri2023-05-221-7/+8
| | | | implemented a vfx subsystem to handle localized, async animations.
* cleanup and comment improvements.rodri2023-05-141-1/+1
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* now using PNG files instead of image(6)s. bullet TTL taken into account ↵rodri2023-04-131-1/+12
| | | | during stepping.
* implemented toroidal warping. set a default font.rodri2023-03-031-0/+33
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* made adjustments to the particles's thrust and player input processing.rodri2023-02-231-1/+1
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* (inefficiently) send bullets state and paint them.rodri2023-02-231-1/+2
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* take player input into account when stepping the simulations.rodri2023-02-221-0/+60
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* implemented per-packet HMAC to avoid MITM tampering.rodri2023-02-111-0/+2
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* use libgeometry from the system. got rid of global `theparty`. wrote a ↵rodri2023-01-311-1/+1
| | | | little man page draft.
* implemented a custom PDU/frame structure on top of UDP for game networking.rodri2022-06-111-0/+1
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* got rid of GameState.rodri2022-06-031-1/+1
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* implemented complete universe particles integration.rodri2021-08-021-1/+1
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* randomly position the ships, facing each other.rodri2021-08-011-7/+21
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* began building a universe for every party.rodri2021-08-011-0/+63
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.