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
|
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
|
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
|
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
|
179e2f9516
|
trying hard to make it better
|
2016-12-20 11:29:03 +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
|
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
|
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
|
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
|
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 |
|