| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 2021-09-26 | Of course i didn't need i32 ... | tslil clingman | |
| 2021-09-22 | There was really no reason to use a BoundedArray instead of an array | tslil clingman | |
| 2021-09-22 | Switch to more accurate version | tslil clingman | |
| Pre-emptive micro-optimisation is bad. There aren't that many sprites pixels usually anyway. | |||
| 2021-09-22 | Colour blending | tslil clingman | |
| Some amount of work went into finding appropriate integer arithmetic formulae that were reasonably accurate. At this point i've settled for the incorrect-but-faster version. The better-though-slower formulas are still there in case i change my mind. It would help to have an assumption such as, but not limited to, the surfaces are always going to be fully opaque. | |||
| 2021-09-20 | Render objects by writing pixels | tslil clingman | |
| This confines hardware acceleration to scaling and the background sprite. Unfortunately it would seem that to do proper object rendering (partial transparency) i'll have to implement colour mixing myself. | |||
| 2021-09-20 | Corrected rendering bug | tslil clingman | |
| 2021-09-20 | Render walls by pixels, instead of using hard. accel. sprites | tslil clingman | |
| 2021-09-16 | Corrected movement | tslil clingman | |
