Releases: Alexpop11/Spec-Hops
Releases · Alexpop11/Spec-Hops
Fix: web build should work again in modern chrome
update emscripten version
update supporting libraries (#16) * update glfw-webgpu * update emscripten in github actions
make particles fade away
More customizable particles (#15) * refactor: Remove mouse attraction code from particle compute shader * refactor: Adjust default particle world info time step to 0.01f * feat: Initialize particle system with configurable particle count * fix: Add missing particleCount parameter to Particles constructor * feat: Add initial speed parameter to Particles class * feat: Increase particle initial speed and store speed parameter * feat: Add particle lifetime and age-based opacity fading * feat: Add random lifetime variation to particle generation * particle stuff
New enemy model
v0.27 Allow memory to grow (#14)
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