Huge demos update

-moved C stdlib function definitions to ecs_utils.utils
-added function to calculate mix(linear interpolation) and rsqrt(fast inverse sqrt)
-added some math to vec2 (length, normalize...)
-improved renderer with possibility to use multiple materials (one per block, not perfect solution for parallel compute, but works with some requirements)
-added blending support for material (opaque, additive, mixed)
-added Android support
-added gprahical representation for mouse tools (tool_circle.d)
-added initial support for editing template components variables
-better Component and Templates listing
-added possibility to add/removes components using mouse
-move CLocation to game_core.basic and reuse in every test
-moved tools code from demos to App (now code is fully separated from demos!)
-some improvement and fixes in Snake demo, with additional systems to handle adding and removing entities
-added new demo: Particles. By now demo has several particles to spawn and support for attractors and vortexes (calculation is made as every attractor with every entity)
-fixed bug with window hover and tools
-improved tool behaviour
-added new material
-now window is always opened as maximized windowed mode
-some minor fixes and improvements
This commit is contained in:
Mergul 2020-06-06 22:46:29 +02:00
parent 13e6ed8fd5
commit e76c5ccdb2
20 changed files with 1804 additions and 288 deletions

View file

@ -35,14 +35,14 @@ bool open_gl() @nogc {
return false;
} else {
version(OSX) {
enum const(char)*[] NAMES = [
enum const(char)*[4] NAMES = [
"../Frameworks/OpenGL.framework/OpenGL",
"/Library/Frameworks/OpenGL.framework/OpenGL",
"/System/Library/Frameworks/OpenGL.framework/OpenGL",
"/System/Library/Frameworks/OpenGL.framework/Versions/Current/OpenGL"
];
} else {
enum const(char)*[] NAMES = ["libGL.so.1", "libGL.so"];
enum const(char)*[2] NAMES = ["libGL.so.1", "libGL.so"];
}
foreach(name; NAMES) {