Commit graph

12 commits

Author SHA1 Message Date
445818b79b feat: finally added a working multi-camera system where the highest priority Camera2D will be used to make the RenderCamera (unfortunately not very efficient because it creates a new RenderCamera every tick, but it works i guess) 2025-03-10 17:48:11 +01:00
c79e69f8f4 fix: got back to the old render_scene_2d because my Camera2D way is kind of borked. 2025-03-09 21:50:58 +01:00
4af65ed961 feat: implemented a priority camera system that searches for the Entity with the Camera2D component with the smallest priority 2025-03-08 02:04:50 +01:00
8b439cb0e8 feat: implemented a Camera2D component that works with the Renderer2D
Renders with only one camera (the first by ID) rn but should work
2025-03-07 23:42:12 +01:00
cae678747f fix: finally removed the storage.rsin the comet_ecs 2025-03-05 08:39:57 +01:00
7753ca7c4f fix: changed deletion order in the delete_entity function of the World struct. Now deletes everything properly 2025-03-05 07:47:18 +01:00
30cda18ce1 fix: the code in flat_map should now be correct and changed formatting in renderer2d 2025-03-02 23:27:10 +01:00
lisk77
041760e837
wip: saving the progress of render_scene_2d 2025-02-28 22:53:19 +00:00
4ce24b58dd feat: added the beginnings of a ecs based camera system. render_scene_2d crashes miserably right now but theoretically everything *should* be in place for a full adoption 2025-02-26 23:53:52 +01:00
ee3d0bdb9e feat: moved the ECS related functions to the App to remove unnecessary calling of the World struct inside App. 2025-02-23 16:51:31 +01:00
2654a9fdc9 fix: some things are outdated for some reason... 2025-01-01 06:21:32 +01:00
2736d97d03 feat: Added shader loading and swapping as well as beginnings of out of the box noise generation and support for multiple render passes 2024-12-17 01:36:34 +01:00