Commit Graph

170 Commits

Author SHA1 Message Date
nek0 369a74c0d0 make update provide the time again 2017-03-23 04:29:48 +01:00
nek0 ef40eed917 change to texture drawing 2017-03-22 16:59:24 +01:00
nek0 85c6288f50 better actors 2017-03-21 12:04:56 +01:00
nek0 7bf2962d07 some linting 2017-03-20 05:24:30 +01:00
nek0 f4a96f03c4 split particle update ind update and draw. Adding some concurrency 2017-03-20 05:24:02 +01:00
nek0 6eccf8ed5b introducing actors 2017-03-18 17:38:26 +01:00
Astro c3fdf7b410 Affection.Property: import switcheroo 2017-03-17 00:22:26 +01:00
Astro a737e2863c implement Affection.Property dsl 2017-03-17 00:20:42 +01:00
nek0 a32c8957bd adding process function 2017-03-16 20:52:45 +01:00
Astro a7c33a7413 clear 2017-03-16 20:21:04 +01:00
Astro 4882350095 split updateLoop into eventLoop/updateLoop, getTick, getDelta 2017-03-16 20:12:41 +01:00
nek0 5d8c5d807c a little lint 2017-03-14 22:18:39 +01:00
nek0 161ace0770 recursive particle update 2017-03-14 20:10:47 +01:00
nek0 af271f85b2 adding handler function 2017-03-06 17:48:12 +01:00
nek0 cb91cd77c4 correction 2017-03-05 16:41:18 +01:00
nek0 8c1d5a2664 new version with more features 2017-03-05 16:39:37 +01:00
nek0 29183fb223 removing old code 2017-02-25 17:26:00 +01:00
nek0 7a953b0a8b not needed for now
Since I switched to texture drawing I don't need to pre-handle
WindowMoved events, but who knows, what I might need to pre-handle in
the future.
2017-02-25 17:24:21 +01:00
nek0 46f51d1334 found the particle leak! 2017-02-25 17:23:28 +01:00
nek0 896a64a6fc just some comment alignment 2017-02-24 17:11:52 +01:00
nek0 130d941779 only drawing on available surface area 2017-02-24 17:11:10 +01:00
nek0 ea8fdf37ee fixed little memory leak concerning float values 2017-02-24 00:18:29 +01:00
nek0 31d48f021a fixed memory leak by using renderer 2017-02-23 22:54:26 +01:00
nek0 379a571147 a little optimization 2017-02-22 18:03:16 +01:00
nek0 a028bb4204 thanks @dodo. Now it works more smoothly 2017-02-22 18:02:34 +01:00
nek0 cb52296c8f some cleaning 2017-02-20 20:22:01 +01:00
nek0 79f3bd4b9f mitigating memory leak, changing to IORef and making widnow movable 2017-02-19 22:28:10 +01:00
nek0 97186c5709 it works only halfway 2017-02-17 17:15:06 +01:00
nek0 18f61d37af stabilizing 2016-12-29 20:15:09 +01:00
nek0 10c889af56 rename drawRect' to drawRect and clean Affection.Draw 2016-12-26 14:14:54 +01:00
nek0 2095bb1924 fixed routing 2016-12-25 08:14:51 +01:00
nek0 c6a37e80f7 link only when needed 2016-12-24 08:27:47 +01:00
nek0 d5bf09919c make it work! 2016-12-24 01:13:00 +01:00
nek0 388c141e23 particle system now works as a cascade of nodes 2016-12-23 14:18:39 +01:00
nek0 f468fdaaf5 *vomiting sounds* 2016-12-21 04:29:11 +01:00
nek0 52da5e54bd some refinement 2016-12-21 00:16:21 +01:00
nek0 179e2f9516 trying hard to make it better 2016-12-20 11:29:03 +01:00
nek0 d1c697c204 fixing my stupidity 2016-12-20 05:27:35 +01:00
nek0 954c70b31b added pitch rate for particles 2016-12-20 04:15:48 +01:00
nek0 ab976b4af6 this was the bad performance bottleneck 2016-12-20 04:15:30 +01:00
nek0 5f4d049a2b some explenations 2016-12-20 04:14:57 +01:00
nek0 9d50f8a7e0 reducing blits per rectangle 2016-12-18 19:01:18 +01:00
nek0 0bbf86e7f8 more toying 2016-12-13 22:18:09 +01:00
nek0 9d1b26d633 new: particle system and an example for that 2016-12-13 11:08:49 +01:00
nek0 1f946624ef introducing particles
first little drafts
2016-12-12 03:34:57 +01:00
nek0 b0d44124dc updating examples 2016-12-12 02:10:30 +01:00
nek0 cb158f1b2b now works and cleans and everything \o/ 2016-12-11 20:24:16 +01:00
nek0 fd7f2ff8ba another DrawRequest 2016-12-11 17:44:01 +01:00
nek0 2b1e6c62f1 squeezing even more perfomrance out of it 2016-12-11 17:38:03 +01:00
nek0 5a0b78827c clear area 2016-12-11 12:24:02 +01:00
nek0 3757622475 works now and is fast 2016-12-11 01:42:06 +01:00
nek0 af5526c650 simplifying drawing for performance purposes.
Does not yet work
2016-12-10 23:49:51 +01:00
nek0 4e20d26c97 working on drawing primitives 2016-12-08 18:22:29 +01:00
nek0 6ed98fae2b removed old module and added cleanup function 2016-11-13 13:39:25 +01:00
nek0 79cdc4934a show and reduce warnings 2016-11-08 05:15:44 +01:00
nek0 298ad4076b prettyfiing 2016-11-08 04:34:26 +01:00
nek0 678c830e33 example now working with the right colours
This was an issue with the default surface created by sdl, which had
the wrong color format. For the future it is advised to use the RGBA
CFu8 format from babl, or things may break again.
2016-11-08 04:31:51 +01:00
nek0 c7ab44e2f9 cleanup and documentation 2016-11-06 05:02:06 +01:00
nek0 f50bd1afe8 get first example somewhat working 2016-11-04 16:06:16 +01:00
nek0 6ff8df056b it compiles! 2016-11-02 01:14:53 +01:00
nek0 4d7f8fb354 working types, but no working implementation 2016-10-31 23:47:16 +01:00
nek0 42cdb7e246 updating to reality
Preparing to incorporate more of gegl, since it has matured a little
bit.
2016-10-16 17:01:31 +02:00
nek0 1262be0666 make gegl dependency 2016-04-26 22:33:35 +02:00
nek0 0faa4c6c29 why so complicated? 2016-03-26 14:03:09 +01:00
nek0 2e8a31c731 overflow handling not needed. SDL does it. 2016-03-26 09:33:38 +01:00
nek0 693215792b better overflow for RGBA creation 2016-03-26 08:49:24 +01:00
nek0 89fc700dfe wrapped into monad transformer 2016-03-26 03:50:39 +01:00
nek0 a457313ade more playthings 2016-03-25 16:58:46 +01:00
nek0 8cb3dc21c4 first itty bitty steps 2016-03-25 11:43:31 +01:00
nek0 1b245dc753 initial scaffold 2016-03-25 09:44:50 +01:00