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45fffba528
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fix: removed the asynchronicity of the Renderer trait
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2025-04-18 15:01:22 +02:00 |
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fd8cf1f278
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chore: renamed the structs Vec2 , Vec3 , Vec4 , Mat2 , Mat3 , Mat4 , Point2 , Point3 to v2 , v3 , v4 , m2 , m3 , m4 , p2 , p3
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2025-04-17 00:54:09 +02:00 |
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982323f671
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chore: added the chrono crate back to the Cargo.toml of the crates
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2025-04-15 20:31:33 +02:00 |
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lisk77
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0d6d55b9d8
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update README
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2025-04-13 23:50:26 +02:00 |
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0296ef19a9
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chore: cleaned Cargo.toml for almost every crate
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2025-04-12 23:18:00 +02:00 |
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bff41fa188
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fix: removed weird code block at the end of README.md
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2025-04-09 19:58:02 +02:00 |
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036d50765e
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updated README
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2025-04-05 23:34:03 +02:00 |
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68f20d2094
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fix: changed the WhiteNoise struct, so that one can create a noise texture on the fly and a noise generator for more than one time usages
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2025-04-01 01:13:58 +02:00 |
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82bb18e25c
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fix: imported PI directly into easings.rs
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2025-03-31 21:00:07 +02:00 |
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5d7fec6f96
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feat: added a simple Polynomial struct
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2025-03-31 20:59:08 +02:00 |
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87a7a13211
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feat: added interpolation.rs for different kinds of interpolations
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2025-03-31 20:58:25 +02:00 |
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d0e9a1b456
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feat: added a Bezier struct for a general bezier curve implementation
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2025-03-31 00:02:56 +02:00 |
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30afffdf32
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fix: dependency issue in vector.rs because of the deleted utilities.rs
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2025-03-30 15:03:43 +02:00 |
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edcebb3c32
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fix: removed utilities.rs in the last commit and removed its dependency in easings.rs
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2025-03-30 14:58:06 +02:00 |
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13fd31f632
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feat: added a from_vec function to every color that it can be constructed with a Vec4 to easily interpolate colors
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2025-03-30 14:54:28 +02:00 |
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f891de2909
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feat: added to_vec to the Color trait to allow the colors to be lerped and produce gradients
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2025-03-30 00:06:33 +01:00 |
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531609e95b
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feat: added more vector functions to the InnerSpace trait
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2025-03-29 23:47:27 +01:00 |
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f7d29f49d5
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fix: made the swizzle functions macro generated
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2025-03-29 21:34:55 +01:00 |
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1558a9896c
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feat: added some operations to vectors and quaternions
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2025-03-29 00:11:43 +01:00 |
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c90d09fd49
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fix: removed not needed namespace declarations in graphic_resource_manager.rs
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2025-03-28 17:54:45 +01:00 |
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99bd7bf3e4
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fix: removed the perlin.png
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2025-03-27 23:22:26 +01:00 |
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c54372bc79
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update README
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2025-03-26 21:52:57 +01:00 |
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bf1ee271ba
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update README
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2025-03-25 22:08:51 +01:00 |
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b680857bb6
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update README
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2025-03-24 21:31:18 +01:00 |
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e3ea5e3482
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fix: made the log more robust
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2025-03-23 12:34:52 +01:00 |
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391673ac09
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feat: added multiple render passes to the Renderer2D but only one render pass right now works so quite work in progress
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2025-03-22 23:25:05 +01:00 |
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4d4c6aad90
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feat: added the Color component to the base components in the ECS
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2025-03-21 23:17:16 +01:00 |
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4b6b5e64e9
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feat: added the RenderPassType enum to create a difference between user and engine defined render passes. Engine defined passes will be rendered using the universal_render_pipeline .
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2025-03-20 00:16:21 +01:00 |
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661e3aa67a
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feat: added a RenderPassInfo struct that allows for easily managed multiple render passes in the Renderer2D
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2025-03-19 14:00:45 +01:00 |
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490db93137
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feat: added color to the draw_text_at in the Renderer2D and changed the parameter position from Point3 to a Point2
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2025-03-18 17:52:02 +01:00 |
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7dc17fb435
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feat: added Color trait to the comet_colors crate to make parameters simpler
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2025-03-18 16:52:49 +01:00 |
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b2578f7673
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feat: text can now be rendered, though only in the setup right now (will make a new render pass for that)
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2025-03-17 23:13:44 +01:00 |
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0507703284
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feat: ttf fonts are now loadable
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2025-03-16 20:07:05 +01:00 |
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9e16179df3
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feat: added Font to get glyphs out of ttf files and make a TextureAtlas with them (right now only latin range of Unicode to not explode the atlas) and started trying to incorporate text rendering in ECS and Renderer2D
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2025-03-15 23:17:02 +01:00 |
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5430ee0d7e
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fix: stray println in oklcha creation method that i forgot to remove and forgot to convert degrees to radians in a conversion :thumbs-up:
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2025-03-14 10:43:08 +01:00 |
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dcd2d025ba
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fix: seems like a lot more colors needed fixing
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2025-03-14 00:18:30 +01:00 |
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81d3b2f714
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fix: some color conversions were incorrect
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2025-03-13 23:54:19 +01:00 |
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ac690694a3
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fix: changed the name of the WinitInputHelper and added Key to the prelude
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2025-03-12 10:27:36 +01:00 |
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e1906371be
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feat: added delete_entities_with , foreach and has to the Scene and interface of App
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2025-03-12 08:18:24 +01:00 |
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1ae32c7384
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fix: the window title in simple_move_2d was wrong
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2025-03-11 11:16:47 +01:00 |
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f6331b2b27
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feat: .gitignore was not there
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2025-03-11 11:06:49 +01:00 |
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7db78374b2
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fix: build.rs was not correct.
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2025-03-11 11:04:57 +01:00 |
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ae50603703
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feat: added example simple_move_2d
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2025-03-11 10:57:07 +01:00 |
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ab73b145b1
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fix: changed the name of World to Scene (because the name fits better)
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2025-03-11 01:23:33 +01:00 |
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e94df6c221
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feat: added examples to the repo
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2025-03-11 01:13:05 +01:00 |
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27a3ab6408
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fix: refactored set_buffers a bit for a more efficient buffer overwrite
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2025-03-11 00:41:16 +01:00 |
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9f66ed3eee
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feat: added the line number from where debug! was called to aid in easier finding of said debug! origin in files
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2025-03-10 17:49:17 +01:00 |
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445818b79b
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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)
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2025-03-10 17:48:11 +01:00 |
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4e9e296ba4
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fix: completely annihilated matrix and rewrote it with a good orthographic projection matrix finally
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2025-03-10 01:39:00 +01:00 |
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c79e69f8f4
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fix: got back to the old render_scene_2d because my Camera2D way is kind of borked.
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2025-03-09 21:50:58 +01:00 |
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