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* demo: Prevent potential null pointer dereferencesP. J. McDermott2023-02-241-0/+6
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* demo: Exclude delay time from benchmarkP. J. McDermott2023-02-231-5/+7
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* init_viewport_lua(): RemoveP. J. McDermott2015-08-252-15/+0
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* src/script.[ch]: RemoveP. J. McDermott2015-08-253-65/+0
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* src/game.h: Update #incude directiveP. J. McDermott2015-08-251-1/+1
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* game_run(): Use FFI functionsP. J. McDermott2015-08-251-1/+4
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* src/scripting/ffi.c: Fix stack indexP. J. McDermott2015-08-251-1/+1
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* src/scripting/ffi.c: Fix variableP. J. McDermott2015-08-251-1/+1
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* init(): Initialize bindingsP. J. McDermott2015-08-251-0/+4
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* script_get(): Register bindingsP. J. McDermott2015-08-251-2/+2
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* Add bouken.viewport bindingsP. J. McDermott2015-08-254-3/+55
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* Finish Lua->C FFI setupP. J. McDermott2015-08-251-1/+23
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* Save pointer to namespace struct in bindings TUP. J. McDermott2015-08-253-4/+9
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* Add "bouken" namespace to bindingsP. J. McDermott2015-08-254-0/+56
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* Add incomplete FFI codeP. J. McDermott2015-08-254-0/+295
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* Manage scripts as resourcesP. J. McDermott2015-08-256-42/+120
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* Name package and program "boukengine"P. J. McDermott2015-08-242-2/+2
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* src/area.c: Include "resources/tileset.h".P. J. McDermott2013-11-181-0/+1
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* Split up src/resources/map.c.P. J. McDermott2013-11-187-362/+474
| | | | | | | | | src/resources/map.c defines map parsing functions. src/resources/tileset.c defines tileset (internal or external) parsing functions. src/resources/tmx.c defines common parsing functions. Also, tileset_get() is now non-static.
* usage(): Mention "games/hello".P. J. McDermott2013-11-161-1/+1
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* Expose init_viewport() to Lua scripts.P. J. McDermott2013-11-163-0/+20
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* Add code to load and initialize games.P. J. McDermott2013-11-164-0/+93
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* Add basic scripting interface.P. J. McDermott2013-11-163-0/+101
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* Move demo out of main().P. J. McDermott2013-11-154-122/+197
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* src/main.c: Make days longer.P. J. McDermott2013-11-141-1/+1
| | | | | Walking through this forest used to take two days. Now it takes just one.
* src/main.c: Add another shortcut to the demo.P. J. McDermott2013-11-141-2/+2
| | | | This is more realistic; players are lazy pedestrians.
* src/resources/local.mk: Add header files.P. J. McDermott2013-11-121-1/+5
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* src/local.mk: Add header files.P. J. McDermott2013-11-121-1/+9
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* src/resources/local.mk: Sort source file names.P. J. McDermott2013-11-121-2/+2
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* src/local.mk: Sort source file names.P. J. McDermott2013-11-121-6/+6
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* src/area.c: Change color of demo "sprite".P. J. McDermott2013-11-121-1/+1
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* src/main.c: Demo new map.P. J. McDermott2013-11-121-15/+19
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* Use sdlex_SOURCES in makefile fragments.P. J. McDermott2013-11-022-4/+3
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* src/resources/local.mk: Adjust indentation.P. J. McDermott2013-11-021-4/+4
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* src/local.mk: Adjust indentation.P. J. McDermott2013-11-021-10/+10
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* src/resources/local.mk: Remove .h files.P. J. McDermott2013-11-021-4/+4
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* src/local.mk: Remove .h files.P. J. McDermott2013-11-021-8/+8
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* Rename Makefile.am files to local.mk.P. J. McDermott2013-11-022-1/+1
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* Add copyright and license headers.P. J. McDermott2013-11-0125-0/+450
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* src/main.c: It's summer somewhere...P. J. McDermott2013-03-051-5/+19
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* Change the viewport size.P. J. McDermott2013-03-052-3/+3
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* src/main.c: Make demo day length less hardcoded.P. J. McDermott2013-03-041-5/+7
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* src/area.c: Disable RLE on area layers.P. J. McDermott2013-03-041-2/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This mostly fixes the performance regression introduced by merging the palette cycling and map movement demos. I removed the 10-ms delay between frames in the demo and tested the framerates: Test Framerate with RLE (fps) Framerate without RLE (fps) 1 160.306202859 1730.255164034 2 142.599639495 1758.024691358 3 167.588560668 1797.97979798 4 162.279202279 1764.560099133 5 157.278550917 1625.570776256 avg 158.010431244 1735.278105752 I then restored the delay and watched the CPU usage: CPU usage with RLE CPU usage without RLE ~9.00% ~1.00% This is happening because we're now cycling palettes each frame and, as a result, SDL needs to decode and encode the surfaces each frame to map palettes (though I'm not sure why it needs a decoded surface just to map palettes). (Normally, we probably wouldn't cycle palettes /each frame/, so this is something of an extreme case.) See for example the SDL_UnRLESurface() call at line 551 of src/video/SDL_pixels.c in SDL 1.2.15.
* Add a sprite color to palettes.P. J. McDermott2013-03-041-2/+2
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* Support palette cycling in area layers.P. J. McDermott2013-03-043-37/+18
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* src/main.c: Merge palette cycling & walking demos.P. J. McDermott2013-03-041-106/+60
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* Make palette cycling a real part of the engine.P. J. McDermott2013-03-044-95/+180
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* src/main.c: Tweak cosine palette cycling macro.P. J. McDermott2013-03-041-4/+19
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* Add a default map palette.P. J. McDermott2013-03-032-3/+19
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* Support palette properties in maps.P. J. McDermott2013-03-032-5/+89
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