Releases: Alexpop11/Spec-Hops
Releases · Alexpop11/Spec-Hops
New enemy model
particle sim test
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
More stars and hopefully no crashes
v0.020 Floor cracks decal
Decals
Web build
With song (crappy for now)
v0.018 New splash of acid
Audio time dilation
v0.017 minor speed tweak
Fixed on linux (hopefully)
v0.016 fixed enemy
Bunny hopping with minor tweaks and fixes
v0.015 Health increase