Age | Commit message (Collapse) | Author | |
---|---|---|---|
2017-03-07 | -comepletly removed use of lists in quadtree and creature, using vectors now | majortom6 | |
2017-03-07 | -refractoring of includes | majortom6 | |
2017-03-07 | -removed glm library, its in the debian repos | majortom6 | |
-made opengl and sdl folders in includes, moved various *hpps to them | |||
2017-03-07 | -removed all references to sdl_rect and location and now everything now uses ↵ | majortom6 | |
our own class rectangle -standardization of tab spaces to 8 is now in effect -refractoring of graphicsobjects.hpp | |||
2017-03-07 | -quadtree and opengl rendering are now in the master branch ! | iamn1ck | |
-using sdl_rect for location and size ended up being not so great due to it not having floats, so we reverted back to using location -much, much refractoring is now needed | |||
2017-02-12 | -removed grouping | tom | |
2017-02-12 | -minor constant changes | tom | |
-implemented dna structure, which carries the creatures attributes suchas speed and reach -currently a child inherits 100% the same dna as the mother -removed sing namespace std | |||
2017-01-21 | -took basic math functions and put it into functions.hpp | tom | |
-spaced various lines -reorganized variables by datatype -implemented reproduction -reorganized pathing so once a target is set, the creature checks if that same target is near every cycle | |||
2017-01-19 | -added entity growing | tom | |
-added bite functionality for creature/resource -added gender (next largest feature is reproduction) -refractored creature setTarget function to make more sense -added constants for starting size of entity and max size of entity -refractored list to make make much more sense -added constants for types | |||
2017-01-14 | completly remove location structure and replaced it with sdl_rect | tom | |
2017-01-11 | -removed all magic numbers and placed them in a constants header | tom | |
-removed unused libraries and redid all header files | |||
2016-05-02 | fixed issue, was related to erasing nodes within vectors while using iterators | tom | |
2016-05-02 | implementing better modularity, came into bad bug. All creatures seem to ↵ | tom | |
have same near vector. | |||
2016-05-02 | made list all iterators | tom | |
2016-05-02 | spring cleaning | tom | |
2015-05-26 | revamped the list and creatures | Tom | |
two bugs i can see right now -somehow when a resource has less than 0 amount it still sticks around (somewhat rare) -some creatures just bounce back and forth until they die not getting to their target | |||
2015-05-08 | death now works properly | tom | |
2015-05-08 | fixed some comments and cleaned around | tom | |
2015-05-07 | Some variable names changed and many comments made so I understand what the ↵ | dakjos | |
fuck is going on | |||
2015-05-07 | woo! detection is implemented albeit shitty | tom | |
2015-05-05 | fleshed out list, locations of all creatures and resources are now within | tom | |
2015-05-05 | fixed list to make it easy to add more creatures/resources. | tom | |
need to figure out how to generate more random numbers after - implement resource amount and ability to eat | |||
2015-05-04 | process of implementing the unit list, have not compiled or tested | Tom Barrett | |