1. James O'Doherty
  2. asteroids

Commits

Author Commit Message Date Builds
James O'Doherty
Minor text position tweaks.
James O'Doherty
I added some text rendering functions and some overlays.
James O'Doherty
Added FindGLEW.cmake to the repository, since it doesn't come with CMake.
James O'Doherty
Fixed CMakeLists.txt on Linux.
James O'Doherty
Improved explosion appearance.
James O'Doherty
Tweaked the code controlling asteroid breakdown in order to improve the way it looks and behaves by preventing unnatural jumps.
James O'Doherty
Added weapon recoil.
James O'Doherty
Minor update to remove unnecessary command line window in Windows.
James O'Doherty
Major overhaul of the memory management to use shared_ptr and the game update loop to eliminate bugs.
James O'Doherty
Added CMake build configuration.
James O'Doherty
Reorganized the project files to use CMake instead of handwritten makefiles.
James O'Doherty
Modifying endline
James O'Doherty
More hgeol rules
James O'Doherty
Modified Mercurial to account for different kinds of line endings.
James O'Doherty
Added includes for seeding rand with time.
James O'Doherty
Fixing some minor bugs.
James O'Doherty
Minor fixes.
James O'Doherty
Fixing some minor bugs.
James O'Doherty
Now asteroids regenerate.
James O'Doherty
I added ship explosions and some physics tuning to improve the playability of the game.
James O'Doherty
Now Linux builds use the common Makefile rules.
James O'Doherty
Windows builds now generate binaries in a subdirectory.
James O'Doherty
Some more makefile tweaks.
James O'Doherty
The game now builds using Makefiles and the Windows Visual Studio commandline tools. I also cleaned up a lot of warnings.
James O'Doherty
Modified the Windows build process so it compiles using the Visual Studio commandline tools.
James O'Doherty
Added some more sound effects.
James O'Doherty
Added sound effects.
James O'Doherty
Fixing the build system.
James O'Doherty
Added an audio playing service with an SDL mixer based implementation.
James O'Doherty
Now the game uses glScissor to render the in-game objects within the playing field.
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