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Releases: Alexpop11/Spec-Hops

New enemy model

21 Dec 21:10
76b633b
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v0.27

Allow memory to grow (#14)

particle sim test

29 Nov 08:45
f357a0c
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particle sim test Pre-release
Pre-release
add particle sim (#13)

* Add the ability to add a compute pass

* Add particles gameobject (does nothing yet)

* feat: Add particle system with WebGPU rendering and basic movement

* refactor: Update particle rendering and shader structure

* Rendering one particle!!

* feat: Add DrawInstanced method to RenderPass for instanced rendering support

* refactor: Implement Draw using DrawInstanced with single instance

* feat: Add parent pointer to GameObject and set parent references in get_gameobjects

* refactor: Implement recursive game object traversal with proper parent handling

* Reorder

* refactor: Split CalculateMVP into separate model, view, and projection functions

* feat: Add MVP() method to GameObject for easy matrix calculation

* feat: Add parent transform inheritance to GameObject MVP calculation

* use MVP

* feat: Add VertexBufferLayouts template for composing multiple vertex buffer layouts

* refactor: Update RenderPipeline to support multiple vertex buffer layouts

* tweak

* refactor: Fix VertexBufferLayouts to handle move-only VertexBufferInfo

* hmm

* Instancing works!

* confetti!!

* Initial compute shader

* refactor: Update BindGroupLayout to include buffer count in getId and setEntry methods

* fix: Resolve type conversion and narrowing issues in BindGroupLayout

* feat: Add WorldInfo struct to pass deltaTime and mouse position to compute shader

* feat: Add worldInfo uniform buffer to Particles constructor

* feat: Add gravitational mouse attraction to particle simulation

* play with gravity

* increase workgroup size

* feat: Add SceneGeometry class for managing 3D scene geometry

* refactor: Extract scene geometry computation to SceneGeometry class

* refactor: Split computeSceneGeometry into separate wall and invisibility path functions

* refactor: Inline getFlattenedBounds and computeInvisibilityPaths methods

* simplify

* refactor: Simplify visibility computation method signature

* feat: Add BVH acceleration structure for line intersection tests in wall paths

* fix: Remove duplicate AABB constructor and improve comments

* feat: Add line intersection method to BVHNode for efficient line segment intersection checks

* refactor: Move BVH implementation to separate source file

* feat: Add ray intersection method to BVH for efficient ray-segment intersection

* refactor: Remove unused `cull_frontfaces` flag in visibility polygon computation

* refactor: Modify visibility polygon computation to use BVH acceleration structure

* Use BVH acceleration structure when computing FoW

* feat: Add BVH debug visualization with recursive AABB drawing

* Flattenable-BVH

* feat: Add shader include processing functionality

* Rearrange

* More compact BVHNode

* weird

* Can't believe that was it

* bring force back

* refactor: Add normal to SegmentIntersection struct for improved ray tracing

* feat: Implement realistic particle wall bouncing with reflection physics

* update buffer

* only spawn particles when p is pressed

* buffer upload resize should be based on capacity

* push rather than emplace

* hmm

um

05 Nov 20:23
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um
v0.021

Part 2 of stupid fix

More stars and hopefully no crashes

05 Nov 20:16
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v0.020

Floor cracks decal

Decals

05 Nov 01:02
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v0.019

Crater Decal added

Web build

16 Oct 04:23
92e35e0
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Web build Pre-release
Pre-release
Set up GA to deploy site (#12)

* Set up GA to deploy site

* Try to fix ubuntu build

With song (crappy for now)

10 Oct 04:34
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v0.018

New splash of acid

Audio time dilation

07 Oct 02:12
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v0.017

minor speed tweak

Fixed on linux (hopefully)

06 Oct 20:46
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v0.016

fixed enemy

Bunny hopping with minor tweaks and fixes

06 Oct 18:24
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