libprimis
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Libprimis: Imprimis' 3D destroyable world engine
Cutting off and providing a hard interface between game-inspecific engine code and game-specific code helps resolve several issues that are otherwise structurally hard to solve: - Provides an engine interface...
There are many files in the `render/` folder that are named `render*`, such as `renderwindow.cpp`, `rendergl.cpp`, `renderva.cpp` `renderalpha.cpp`. This is obviously redundant, as they are already in a file called...
libSDL2 has text rendering code in one of its libraries which can handle more sophisticated text rendering than the `tessfont`/`rendertext` combo currently used. `libsdl2-ttf` is readily available and much more...
Functions such as `load_world` and `particle_*` adopt separation of words by underscores, which is not standard. These functions should have their function names changed to match the convention (e.g. `loadworld`...
When constructing new objects, it is best practice to initialize all variables, such that they are assured not to be undefined later when they are to be used. While `g++`...
Going to Settings > Resolution tab and setting Upscaling to high seems to be causing segfaults once the rendering starts after connecting, however sometimes only after a restart. The easiest...
Some edit commands are limited by the engine from being run in multiplayer, but this kind of restriction is a game problem to deal with. The engine functionality should be...
As of C++17, it is possible to `inline` variables in headers, which means they can be defined in headers without being created individually for each compilation unit. This means that...
When working on issue#1 in /media repository, I noticed that only full alpha actually gives the texture transparency. ### Example #1: Texture:  In-game effect:  As you can see...
Blood and projectile decals stay behind when geometry under them is removed. 