c54372bc79
update README
2025-03-26 21:52:57 +01:00
bf1ee271ba
update README
2025-03-25 22:08:51 +01:00
b680857bb6
update README
2025-03-24 21:31:18 +01:00
e3ea5e3482
fix: made the log more robust
2025-03-23 12:34:52 +01:00
391673ac09
feat: added multiple render passes to the Renderer2D but only one render pass right now works so quite work in progress
2025-03-22 23:25:05 +01:00
4d4c6aad90
feat: added the Color component to the base components in the ECS
2025-03-21 23:17:16 +01:00
4b6b5e64e9
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.
2025-03-20 00:16:21 +01:00
661e3aa67a
feat: added a RenderPassInfo struct that allows for easily managed multiple render passes in the Renderer2D
2025-03-19 14:00:45 +01:00
490db93137
feat: added color to the draw_text_at in the Renderer2D and changed the parameter position from Point3 to a Point2
2025-03-18 17:52:02 +01:00
7dc17fb435
feat: added Color trait to the comet_colors crate to make parameters simpler
2025-03-18 16:52:49 +01:00
b2578f7673
feat: text can now be rendered, though only in the setup right now (will make a new render pass for that)
2025-03-17 23:13:44 +01:00
0507703284
feat: ttf fonts are now loadable
2025-03-16 20:07:05 +01:00
9e16179df3
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
2025-03-15 23:17:02 +01:00
5430ee0d7e
fix: stray println in oklcha creation method that i forgot to remove and forgot to convert degrees to radians in a conversion :thumbs-up:
2025-03-14 10:43:08 +01:00
dcd2d025ba
fix: seems like a lot more colors needed fixing
2025-03-14 00:18:30 +01:00
81d3b2f714
fix: some color conversions were incorrect
2025-03-13 23:54:19 +01:00
ac690694a3
fix: changed the name of the WinitInputHelper and added Key to the prelude
2025-03-12 10:27:36 +01:00
e1906371be
feat: added delete_entities_with, foreach and has to the Scene and interface of App
2025-03-12 08:18:24 +01:00
1ae32c7384
fix: the window title in simple_move_2d was wrong
2025-03-11 11:16:47 +01:00
f6331b2b27
feat: .gitignore was not there
2025-03-11 11:06:49 +01:00
7db78374b2
fix: build.rs was not correct.
2025-03-11 11:04:57 +01:00
ae50603703
feat: added example simple_move_2d
2025-03-11 10:57:07 +01:00
ab73b145b1
fix: changed the name of World to Scene (because the name fits better)
2025-03-11 01:23:33 +01:00
e94df6c221
feat: added examples to the repo
2025-03-11 01:13:05 +01:00
27a3ab6408
fix: refactored set_buffers a bit for a more efficient buffer overwrite
2025-03-11 00:41:16 +01:00
9f66ed3eee
feat: added the line number from where debug! was called to aid in easier finding of said debug! origin in files
2025-03-10 17:49:17 +01:00
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
4e9e296ba4
fix: completely annihilated matrix and rewrote it with a good orthographic projection matrix finally
2025-03-10 01:39:00 +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
ca3c3dd5e6
feat: added pagination to the SparseSet to make it more memory efficient
2025-03-08 14:55:23 +01:00
a42ac5b8fd
update README
2025-03-08 02:09:15 +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
e6df3dba91
fix: remove pub to both fields in SparseSet
2025-03-07 01:32:43 +01:00
fae4e852fd
fix: weird bug in the ComponentStorage where due to the implementation of the SparseSet, components weren't correctly managed
2025-03-06 19:04:49 +01:00
cae678747f
fix: finally removed the storage.rsin the comet_ecs
2025-03-05 08:39:57 +01:00
7b6ccbe72c
docs: making world.rs a little prettier and removing the asserts but not much else
2025-03-05 08:22:09 +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
38b41985dc
fix: removed the garbage github copilot code out of flat_map and making iter_mut irrelevant
2025-03-05 07:16:42 +01:00
f784fb2c02
fix: forgot the tomls
2025-03-04 23:53:11 +01:00
db405bfb2e
wip: transitioning to the newer comet_structs and new ComponentStorage through a FlatMap (not the rust implementation)
2025-03-04 23:52:16 +01:00
5b43c7a319
fix: the code in comet_structs had some import errors which are now fixed
2025-03-03 19:41:33 +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
ac63691fe3
feat: added a new sub-crate
...
just to get utilities and other general structs out of the main crates and make it more straightforward to use them in other crates
also started on a overhaul to fix the buggy ECS
2025-03-01 22:28:50 +00:00
lisk77
041760e837
wip: saving the progress of render_scene_2d
2025-02-28 22:53:19 +00:00
lisk77
19f7936a28
Update README
2025-02-27 18:54:28 +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
a9a8d076ca
update README
2025-02-25 22:50:10 +01:00
328e1075b8
update README
2025-02-25 00:57:59 +01:00
80a62ab2b3
update README
2025-02-24 23:55:17 +01:00