c96a1a4979
[quickjs][oden][oden-js] Source maps
...
The worst support but it should cost very little if nobody is using
them (psst we're using them)
2023-09-21 01:51:55 -05:00
c02eb25873
[oden] Use deno_ast instead of raw swc for typescript
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OK, look, I hate SWC and I really don't want to use it if I can help
it, but the other options are worse.
2023-09-16 22:56:21 -07:00
7a1bf5a19b
[oden][oden-js] Notes on source maps
2023-09-15 07:59:49 -07:00
93d4e3eb91
[oden][game] Multiple screens, logging, pre/post, bluescreen
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Better blue screens and also logging and whatnot
2023-09-11 20:41:11 -07:00
1cb30034f8
[oden] Move scaling entirely into JavaScript
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Now the game controls its own resolution. We might want to further
copy Love2D and generate resize events, I don't know.
2023-09-02 09:58:58 -07:00
994be3e493
[oden] Re-work the way that scaling works
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This is part of making the text scale properly, you'll see.
2023-09-02 08:34:42 -07:00
21cd767140
[oden] Notes on multisampling
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I tried to enable it and was unable to.
2023-09-01 11:28:02 -07:00
22732c2b05
[oden] Catch and render script errors, stop crashing
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This is kinda nice actually
2023-08-31 21:14:27 -07:00
a08bc07cbb
[oden] Color and position for text
2023-08-31 20:39:07 -07:00
079006acdc
[oden] I gotta re-think scale and whatnot.
2023-08-31 18:19:59 -07:00
ecce7b64eb
[oden] Text is mildly functional
2023-08-31 17:18:37 -07:00
8914b1795f
[oden] It doesn't crash but it doesn't work either
2023-08-31 14:46:04 -07:00
71aa3c39f7
[oden] Let's get started on text
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This has already been a journey and it will keep being a journey I think.
2023-08-31 08:22:59 -07:00
44130cf22a
[oden] Stop doing passes per draw mode that's silly
2023-08-29 17:31:12 -07:00
df49143885
[oden] Some perhaps unadvised factoring
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Traits for fun and profit. I was nervous about the amount of magic
"you have to get this right" coupling between runtime structures (the
draw mode) and types (the various instance types) and I didn't want to
get them wrong. So now some things are more generic than they were
before, and maybe that's good? Who can say in the end.
2023-08-27 09:28:14 -07:00
ab91fcfc53
[oden] Finish colors and cleanup
2023-08-26 11:19:38 -07:00
2322493efd
[oden] Correct circle layout to fix colors
2023-08-26 11:12:43 -07:00
106db89e9b
[oden] Colors
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But they don't work
2023-08-26 08:58:00 -07:00
020bb8f124
[oden] Circles work
2023-08-25 15:32:35 -07:00
26a3939012
[oden] Massive refactor on state machine for circles
2023-08-25 15:10:55 -07:00
0296db3106
[oden] Initial ground work for circles
2023-08-25 14:07:18 -07:00
6712a7fccb
[oden] Textures are optional with no bind group
2023-08-24 22:46:35 -07:00
3f8e50cfc9
[oden] Sprites are rendered with instances
2023-08-24 22:43:23 -07:00
c7ea93f972
[oden] Memoize textures by path
2023-08-19 21:16:11 -07:00
e32643486d
[oden] Tolerate bad scripts on hot reload
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When the script changes from under us it might be bugged for some
reason; just let that be for now, ignore the load, and hopefully the
engineer will fix it, eventually.
2023-08-19 18:39:42 -07:00
d79b891b7b
[oden] Tolerate parse errors better
2023-08-19 18:39:16 -07:00
a850c3cc58
[oden] Hot-reload script files
2023-08-19 16:54:50 -07:00
642ced45f8
[oden] Allow a "functional style" init/update/draw
2023-08-19 10:45:48 -07:00
7fc786e2e7
[oden] Pixel-perfect sprite sampling
2023-08-19 09:38:16 -07:00
205ed27b48
[oden] Cleanup texture a little
2023-08-19 09:27:10 -07:00
0cb5944d0a
[oden] Extract DrawCall::call
2023-08-07 10:10:06 -07:00
f9648d88cd
[oden][game] Draw the world
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This involved basically a giant rewrite of the renderer because I now
need to share the vertex buffer across textures and it is *a lot* let
me tell you.
There's like a vertical seam which I don't understand yet.
2023-08-07 10:05:24 -07:00
22327a71b3
[oden-js] Track rejected promises, panic on unhandled rejections
2023-07-25 06:39:01 -07:00
17c701a7d6
[oden] IO: Load Strings
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It's useful. The stock JS way is bad.
2023-07-08 17:55:37 -07:00
89045ccbcc
[oden] Writable Textures and re-work TS API
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Now we return Texture objects to make things a little bit more
type-safe, at the cost of a small allocation (I hope!)
2023-07-08 17:54:48 -07:00
12cc715873
[oden] now I can close the window again
2023-07-08 07:08:06 -07:00
9d04541875
[oden] I can make this actually MATCH
2023-07-07 07:34:09 -07:00
e0878b4ea6
[oden] Input
2023-07-07 07:28:46 -07:00
c934914ac5
[game] Walk controls (unbound)
2023-07-07 06:21:01 -07:00
358a07dc43
[oden] Coordinate system goes the right way
2023-07-03 08:00:57 -07:00
0c9a60c8e4
[game] More bot sprite, transparency
2023-07-02 17:47:00 -07:00
734a1279a6
[oden] Tracing and also actual 60fps
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Sleeping is completely and utterly unreliable.
2023-07-01 07:15:55 -07:00
b149b28f31
[oden] Main thread wait
2023-06-30 16:55:45 -07:00
b1b97cee75
[oden] Move graphics thread off main thread
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So we can do frame pacing a little bit better maybe.
2023-06-30 16:54:16 -07:00
26bfcc7a94
[oden] Time, path searching, game directory
2023-06-30 16:24:54 -07:00
96e95e22ce
[oden] Remove native assets module
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What's the point?
2023-06-30 06:31:01 -07:00
f3f9988314
[oden] Assets becomes async load in terms of IO/GFX
2023-06-30 06:29:21 -07:00
d2dfa7c401
[oden] Graphics module can create textures directly
2023-06-30 06:28:57 -07:00
4959adc7e6
[oden] Native IO module
2023-06-30 06:28:04 -07:00
a2dafeea12
Promises, promises
2023-06-29 10:10:40 -07:00