also load tiles and walltype information from definition files instead of hardcoding them
This also makes use of the new ConfigReader for tile and wall type.
Ramblings about hobbyist game development
also load tiles and walltype information from definition files instead of hardcoding them
This also makes use of the new ConfigReader for tile and wall type.
implement dynamic object definition files. do this by implementing some base classes so that implementing the same for tiles and wall tiles will be easy.
So far, object types were hardcoded, now a ConfigReader abstract class was introduced based on nlohmann/json and the FileReader class introduced for shaders a while back.
The newly introduced files look something like that:
end of current renderer refactor: move some more repetetive code into functions
See the last few commits, while still pretty big, the renderer become a lot more readable.
Further renderer refactoring: another 80 lines down
Not get a good day to be redundant renderer code.
Add renamed compiled shader files
The source file names were brought in line long ago, but now the compiled byte code.
Silence paranoid validation layer warning on integrated GPUs and fix warning when resizing windows
Really not pretty, but it gets the job done:
more refactoring in the renderer: get rid of more boilerplate code
Even more of the same!
Renderer refactoring WiP
More of the same! Yay!
further optimise repetitive code
This makes better use of the recent refactoring.
use raw pointers for the pipelines
This was, if I remember correctly, in order to make it plug a memory leak.