– Resolve deadlock when changing resolutions
– Very minor optimisation: pre-calculate what is essentially a static value
This is a recurring issue, once again fixed in its most current iteration.
Ramblings about hobbyist game development
– Resolve deadlock when changing resolutions
– Very minor optimisation: pre-calculate what is essentially a static value
This is a recurring issue, once again fixed in its most current iteration.
Only re-calculate animation states after at least 20ms have passed
Do not eat up all the CPU. Or at least not as much.
– proper support for playing back animations
– IDE suggested code improvements
This allows us to properly render animations in sensible speeds without any hardcoded information. This also speeds up the animation when the simulation speed is being changed.
– move the ticklength to a separate file for cleaner inclusion
– fix *all* the IDE warnings. not actually all, but so many.
– add information about the current animation + animation index to the model
Further progress in the direction of proper animation usage without hardcoded information.
– pass the supported/required animations on to the object instances
– if an object has animations, call the model manager tick function(WiP)
– fix IDE warnings
This brings us closer to actually get to use the animations as intended, not just having them hardcoded to run at all times.
Fix CLion warnings
New CLion version, new warnings to squash.
Add required/supported animations to the object configuration. Fix some IDE warnings.
Similar to the supported actions there are now also configurable supported animations. The data is not used yet, however.
– add mapping from animation name to index
– undo accidental renaming of the model class cpp file
– reformat the build targets in the CMakeFile
Specifying indices is not as much fun as just using the animations human readable name.
Add missing file, remove dead code and fix the usage of more than just the first animation in a file
So far only the first animation was used – that also meant that the offset to anything that is not the first animation was not calculated properly.
First working version of the model transformations
After two very demanding months, a lot of debugging and trying many, man things, it is working: