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