nek0
2c731bea97
de-parallelize
2017-11-04 20:37:49 +01:00
nek0
2a9f7ffebc
export get and put
2017-11-04 18:35:09 +01:00
nek0
821550b7cd
misc is util
2017-09-07 06:23:01 +02:00
nek0
6f943ece7b
set screen mode
2017-07-29 21:57:06 +02:00
nek0
eeb342eeba
relocating
2017-07-29 21:45:40 +02:00
nek0
d2a6d4119b
only update sysTime, when it had not changed
2017-07-29 16:31:48 +02:00
nek0
528ca22030
fixing errors
2017-07-29 02:51:18 +02:00
nek0
61a36984ae
changing time management
2017-07-29 02:40:41 +02:00
nek0
f544b5f025
moving time initialization after window creation
2017-07-29 02:19:48 +02:00
nek0
aeb814a86a
removed name shadowing possibilities and new angle definition
2017-06-26 06:57:02 +02:00
nek0
63a493ed19
blerg
2017-04-17 12:40:17 +02:00
nek0
121c9fb120
to parallel and not to parallel
2017-03-29 00:46:03 +02:00
nek0
538f5c0f7e
it works. what do you want more?
2017-03-23 04:34:04 +01:00
nek0
4c7918d9df
more canvas size
2017-03-23 04:32:43 +01:00
nek0
ef40eed917
change to texture drawing
2017-03-22 16:59:24 +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
a737e2863c
implement Affection.Property dsl
2017-03-17 00:20:42 +01:00
Astro
4882350095
split updateLoop into eventLoop/updateLoop, getTick, getDelta
2017-03-16 20:12:41 +01:00
nek0
8c1d5a2664
new version with more features
2017-03-05 16:39:37 +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
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
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
2095bb1924
fixed routing
2016-12-25 08:14:51 +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
d1c697c204
fixing my stupidity
2016-12-20 05:27:35 +01:00
nek0
5f4d049a2b
some explenations
2016-12-20 04:14:57 +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
2b1e6c62f1
squeezing even more perfomrance out of it
2016-12-11 17:38:03 +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