Commit Graph

48 Commits

Author SHA1 Message Date
48300b0acc build: replace FetchContent with direct includes for glm 2026-07-21 10:32:36 +08:00
zhenyan121
45d2c8234a feature: chat (#36)
* fix(config): load config on demand in get/set instead of asserting

* feat(chat): implement in-game chat box with UTF-8 support

- Add ChatMessage struct and ChatBox widget for displaying and sending messages
- Introduce split_utf8() in text_tools for splitting UTF-8 strings by character count
- Add TimeTools utility (get_time_ticks) for message timestamps
- Update TextField with start_typing/stop_typing methods and set_typing()
- Integrate text input handling in WorldScene and WorldUIManager for chat
- Add utf8cpp library for robust UTF-8 validation and processing
- Add ChatBox rendering and input logic (src/ui/chat_box.cpp)
- Register ChatBox source in CMakeLists.txt
- Fix Renderer::render_lable to skip rendering if VAO is null
- Update credits to include utf8cpp library

* fix(ui): correct chat box layout with dynamic height and bottom anchor

* feat(chat): implement client-server chat messaging

Add protobuf definition for ChatMsg, new packet ID CHAT_MSG (4001), and
handle sending/receiving chat messages on both client and server side.
Wire up UI components (ChatBox, TextField) to allow message input and
display, including a message queue in ClientWorld for thread-safe
processing. Also add default initialization for ChatMessage::time.

* feat(chat): distinguish between send and cancel in chat input

* feat(ui): add background to Label widget and refactor debug overlay

* refactor(ui): decouple ChatBox from image dependencies, allow custom TextField backgrounds

TextField's background is now a generic `Widget` pointer, enabling use of any widget (e.g., `Rect`, `Image`) as background. `ChatBox` no longer creates its own `TextField`; it accepts one via `set_text_field`. Removed `set_d_image` and `set_default_image` in favor of `set_background`. Added a shared default image constant in `default_image.hpp`. Updated `host_game_ui.cpp`, `join_game_ui.cpp`, and `world_ui_manager.cpp` to construct backgrounds accordingly.

* refactor(ui): move width, height, and fill properties to base Widget

Consolidate width, height, and fill (fill_parent, fill_width, fill_height) into the base Widget class. Replace per-widget set_fill(bool) with set_fill_parent(bool), set_fill_width(bool), and set_fill_height(bool).

* refactor(ui): generalize Label background, add ChatBox width method

* feat(chat): implement message expiration after 5 seconds

* feat(ui): add word wrap for chat messages with font width measurement

* feat(audio): implement voice chat using Opus codec

Add voice chat support with Opus encoding/decoding, push-to-talk (V key), and new audio recording infrastructure.

* feat(audio): implement voice chat with Opus codec and streaming audio source

Add AudioStreamSource for continuous PCM playback. Refactor voice send/receive to encode with Opus and stream to a dedicated source instead of per-frame sources. Enable voice transmission over network.

* feat(audio): add spatial voice source with underwater effects

Update voice source to support spatial positioning, low-pass filter, and reverb effect for underwater immersion. Adjust source pool size and low-pass filter parameter. Correct receive_voice parameter type.

* feat(settings): add player voice volume and voice input type options

- Add player voice volume slider and voice input type combo in settings UI.
- Add localization strings for player voice and voice input types.
- Add config overloads for const char* default values.
- Implement voice input types (PTT, always, off) in world scene.
- Refactor WorldScene member order and add load_config method.
- Update audio engine to use player voice volume.
- Downgrade some logging to debug.

* fix(event): delegate error UI events to each handler

Move error UI event check from top of handle_event into each individual
event handler (mouse_move, mouse_button, mouse_wheel, key, text_input).
Also flatten window resize dispatch: all sub-handlers are called regardless
of previous handler return values, and the method always returns false.

* feat(chat): add colored system messages for player join/exit

* chore(logging): reduce verbosity for audio loading and input events

* fix(settings): fix typo in config key "vloume"

* feat(ui): add microphone icon when recording voice

* feat(voice): limit voice message range to 48 units

* chore(logging): downgrade text input log level to debug

* feat(credits): add license identifiers and reorganize license files

* feat: add sensitive word filter for chat messages

Implement AC automaton-based filtering using a sensitive lexicon loaded from a JSON asset file. The filter is applied to both player names and chat messages before broadcasting, and can be toggled via the `sensitive_filter` config option.

* feat(server): add config option to disable voice chat

* fix: correct utf8 validation, add missing include, remove debug log
2026-07-21 10:21:05 +08:00
zhenyan121
2b75c510af refactor: window (#34)
* build: add SDL3 dependency

* refactor(window): migrate from GLFW to SDL3 for window and input

* refactor: remove unused GLFW includes and commented-out code

* refactor(input): use relative mouse motion and simplify camera mouse update

* refactor(event-handling): guard input events with imgui state

Move mouse enable/disable logic into set_imgui_enabled and check imgui_enable before forwarding non-ImGui events to handlers. This prevents duplicate processing and ensures proper mouse state when toggling ImGui.

* fix(camera): reset camera on resize events and fix input handling on imgui toggle

- Add Camera::player() accessor.
- Handle WindowResizeEvent and FrameBufferResizeEvent to reset camera.
- Fix escape key handling to disable mouse before toggling imgui.
- Fix left alt handling to toggle mouse state correctly.
- Reset player key status when toggling imgui.

* fix(client_world): add direct exit flag to break connection error loop

* refactor(debug): add d_rep template and remove widget ID

* feat(debug_collector): add video driver display to debug UI

* fix: invert debug flag logic and rename to no_debug

The previous 'debug_on' field was never set to true by default, causing
debug mode to never be enabled. Now renamed to 'no_debug' and the
renderer initializes with debug enabled unless the --no-debug flag is
given.

* feat(window): add video driver selection via config and --video-driver argument

* ci: add vcpkg cache

* fix: mscv cpp version show

* fix: context delete too early

* fix: ci build fail

* fix: opengl resource delete error

* fix: add // NOLINT for NvOptimusEnablement and AmdPowerXpressRequestHighPerformance

* fix: windows ime fail on fullscreen

* feat(ui): update text input area on field changes and window resize

* fix(ui): initialize m_app pointer to nullptr

* feat(window): add exclusive fullscreen support with WM detection

* refactor: simplify WM detection and exclusive fullscreen default

Removed WindowManager enum; detect_wm() now returns string directly.
Default exclusive fullscreen based on platform (true on Linux).
Added WM info to debug overlay.

* feat: add Alt key to close ImGui; clarify debug log

* refactor(dev-panel): remove direct settings UI from settings tab
2026-07-17 18:08:51 +08:00
zhenyan121
d62b310a21 feature: localization (#32)
* build: add nlohmann/json library

* build(deps): add harfbuzz dependency

* feat(cmake): add guard to reject macOS builds

* feat(font): add HarfBuzz shaping and replace font with unifont

* feat(localization): add i18n support with en_US and zh_CN translations

Implement Localization class to load JSON translation files. Replace hardcoded strings in UI with translation keys and update sliders/combo buttons to use dynamic text.

* feat(localization): detect system locale for language default

* feat(settings): add language selection option with restart notification

* fix: use vckpg to add freetype on windows
2026-07-16 17:11:53 +08:00
zhenyan121
b1341d7da4 feat: sound (#28)
* build: add OpenAL dependency

* feat(deps): add dr_libs audio library

* feat(audio): integrate OpenAL audio engine with WAV/MP3/FLAC support

* feat: add bgm001

* feat(audio): add audio fade in/out and fix delta time naming

* fix(audio-source): improve state, volume, and const correctness

* feat(audio): add 3D audio playback with source pool and auto-loading

* feat: add ogg loader

* feat(audio): add footstep sounds and fix audio listener orientation

* feat(sound): add block place and break sounds

* feat(audio): add per-channel volume control and config reload

* fix(audio): set distance model, reduce max distance, fix sound pos

- Set OpenAL distance model to AL_INVERSE_DISTANCE_CLAMPED in engine.
- Reduced AL_MAX_DISTANCE from 100 to 48 for better falloff.
- Fixed block sound position to use world coordinates instead of local block coordinates.

* refactor(game_time): introduce Timer for time-based updates and rename existing to TickTimer

Add a new `Timer` class that operates in seconds (using `TimeType`) alongside the existing `TickTimer` which uses `TickType`. Rename the original `Timer` to `TickTimer` throughout the codebase. Update `ClientWorld` to maintain separate maps for tick-based and time-based timers, and replace the hardcoded footstep timer in `ClientPlayer` with a time-based callback timer. Also add `play_2d` to `AudioEngine` and load an ambient bird sound to demonstrate the new timer functionality.

* feat(gameplay): add ocean wave ambient sounds with random selection

Add four ocean wave FLAC sound files and play one randomly when player is within 10 blocks of sea level and in an ocean biome. Include a Random member initialized from ChunkGenerator seed for consistent randomization.

* feat(gameplay): detect underwater state and play transition/bubble sounds

- Add is_underwater() and set_underwater() to ClientPlayer.
- Change get_world() to return non-const reference for audio access.
- Update Camera::update_move_camera() to detect water block changes and trigger transition sound.
- Add repeating timer in ClientWorld to play random bubble ambient sounds while underwater.
- Include new ambient sound assets for water transitions and bubbles.
- Also add sand walk sound asset (unused in this commit).

* feat(assets): add and update block break/place/walk sounds

Add sounds for dirt, grass_block, leaf, log, sand, snowy_grass_block, stone.
Update existing leaf/walk, sand/place, sand/walk, and stone/place sounds.

* feat(gameplay): add walking sound for players and adjust underwater bubble interval

- Move walk/run sound interval constants from anonymous namespace to ClientPlayer header
- Add moving_time field to PlayerInfo to track continuous movement
- Implement play_walk_sound callback triggered by WALK and RUN gaits
- Increase underwater bubble timer from 1.0s to 1.5s

* feat(asset): add grass block break and place sound effects

* feat(renderer): add --no-debug flag to disable OpenGL debug output

* feat(audio): add day/night-based BGM switching

* feat(audio): add underwater low-pass filter effect

* feat(audio): add pitch control to audio sources

Implement set_pitch method that clamps pitch between 0.0 and 1.0 and applies it via AL_PITCH. Includes minor whitespace cleanup in audio_engine.cpp.

* feat(audio): implement reverb effect and integrate into underwater system

* asset(sound): update dirt and grass block break/place sounds

* feat(network): synchronize player water sound

* fix: include <numbers>

* fix(audio): play ambient water bubble sound in 3D at player position
2026-07-08 19:41:10 +08:00
zhenyan121
30f843ba6b feature: multiplayer (#25)
* build: add asio library

* feat(dev_panel): add Asio to about table

* refactor(gameplay): split Chunk into server/client variants and add networking

* feat(gameplay): add Session class and UUID generation utility

* feat(network): integrate protobuf for player sync and session management

Add Protobuf dependency, define proto messages for player requests, positions, and chunk data. Refactor Session to use strand and async write. Implement player join/exit and position sync in ServerWorld.

* refactor(proto): restructure protobuf definitions and update build system

* feat(protocol): add packet serialization and login handling

Introduce packet header and ID mapping for protobuf messages.
Refactor session and server_world to use new packet wrapper.
Fix missing semicolons in proto files.

* refactor(packet): serialize directly into packet buffer with ByteSizeLong

* feat(world): add player-based chunk loading and UUID support

Restructure world generation to trigger chunk loading based on player
movement. Replace player name with UUID for identification. Implement
chunk request/response protocol. Improve thread management for gen
thread.

* feat(server): add block change packet handling and increase reserved threads

* refactor(server): enhance thread safety and session management

* fix(session): catch std::exception in read_loop and log error

* fix(network-server): stop accept loop on shutdown flag

* fix(gameplay): correct unknown error log condition and missing chunk pos update

* feat(client): add client-side chunk, player, world and network classes

* feat(client-chunk): add greedy meshing, receive_chunk, and biome field

* feat(client_player): add name constructor param, remove chunk transition

* feat(gameplay): integrate network client and thread-safe player pos

* feat(gameplay): add block change sync and coordinate utils

* refactor(server): replace Chunk with ServerChunk

* refactor(gameplay): split world into client and server

Remove monolithic World, Player, Chunk classes. Introduce ClientWorld, ServerWorld, ClientPlayer, and related networked components. Add Abseil dependency for logging and checks. Rename old files to pre_remove_* and update all includes and references accordingly.

* feat(gameplay): add time sync and network improvements

* fix: correct neighbor block indexing and add time update support

* feat(gameplay): optimize chunk request with player chunk tracking

Add `update_player_chunk()` method to `ClientPlayer` that triggers a chunk request when the player moves more than 2 chunks away from the last recorded chunk. Introduce an atomic `m_requesting_chunk` flag in `ClientWorld` to prevent concurrent requests. Rename `m_player_chunk_pos` to `m_last_chunk_pos` for clarity.

* refactor(client_world): split pending queue into data and upload queues

* feat(client): add center-based chunk loading priority

* feat(app): add client/server CLI arguments and init guards

* feat(multiplayer): add rendering of other players as colored cubes

* feat(gameplay): add thread pool for asynchronous chunk data processing

* feat(gameplay): add player logout and disconnect handling

* fix(dev_panel): add protobuf to about table libraries

* build: add ZLIB dependency

* refactor(packet): replace zlib with zstd compression and restructure header

Increase header length to 12 bytes, add CompressType and PacketHeader struct, and implement decode_packet_header. Update CMake to find zstd and link against it, adding Findzstd module.

* refactor(network): extract packet header decoding into function

* feat(packet): implement zstd compression and refactor packet decoding

* perf(gameplay): optimize protobuf message allocation with Arena and limit thread pool size

Switch to Arena allocation for protobuf messages to reduce heap allocations. Pass ChunkDataRsp by value to enable move semantics. Cap thread pool size to hardware concurrency with max 4 threads.

* refactor(gameplay): use steady clock and sleep_until for tick loop timing

* refactor(gameplay): rename remote player types and add interpolation

* refactor(server_world): use thread pool for chunk request handling

* refactor(packet): replace if-constexpr chain with explicit template specializations

Refactor `get_packet_id()` by removing the if-constexpr chain and instead
providing explicit specializations for each packet type. This simplifies the
primary template (which now only contains a static assertion) and improves
compile-time dispatch clarity. The `always_false` helper is no longer needed
in the primary template.

* feat(gameplay): add packet to clear all chunks on server rebuild

Add new packet S2C_ClearAllChunks (ID 3005) to notify clients when the server rebuilds its world. Clients respond by clearing their chunk cache and requesting fresh chunks. Shift UPDATE_TIME packet ID to 3006 to accommodate.

* feat(dev_panel): split world tab; add chunk request logging and fix flag reset

* feat(tools): add RecentQueue to replace std::deque in server_world

* feat(gameplay): add task ID to chunk requests to discard stale responses

* refactor(block): move block source to gameplay directory

* feat(toml): add shared TOML utilities and handle ip.toml

* feat: add player name configuration and rename config file

- Add --player command-line argument and 'player' field in Arguments struct
- Rename ip.toml to server.toml and corresponding internal variable to 'server'
- Fix block.cpp source path in CMakeLists.txt

* build(cmake): modularize build configuration

* fix: build fail on windows

* refactor(renderer): rename Logger level enum value DEBUG to L_DEBUG

* refactor(world): rework chunk state machine and player chunk tracking

Introduce ChunkState enum and ChunkEntity struct to manage chunk lifecycle. Store chunks as shared_ptr to avoid move operations during generation. Add clear_unused_chunks to remove chunks not referenced by any player. Implement deferred chunk request queue for safe processing after generation completes. Update player chunk set during required chunk computation. Improve thread safety with mutexes on chunk and player maps. Fix m_gening flag not reset after generation and add assertions for correctness. Change need_gen to require a player UUID, removing std::optional. Add chunk_size query method for debugging.

* fix(server): ensure chunk is ready before sending or setting block

* refactor(server_world): separate gen and net thread pools

Introduce a second thread pool for network operations and a `ThreadPoolKind` enum to distinguish between gen and net pools. Rename `pool_threads()` to `gen_pool_threads()`, add `change_pool_threads()` overload that accepts the pool kind, and update the dev panel to use the gen pool. Adjust logging and initialization to handle both pools.

* feat(client_world): implement server exit acknowledgment with timeout

* feat(gameplay): implement server stop and client exit handling

Add server_stop flag to LogoutRsp protocol. Modify client_world to check for server stop or own logout to set exit flag. Add ServerWorld::stop() to broadcast stop and cleanly shut down. Refactor chunk ownership to unique_ptr. Remove name parameter from get_look_block_pos.

* fix(app): correct port validation and remove redundant TOML helper

* fix: address unused parameter warnings and missing port assignment

* refactor(gameplay): remove old pre_remove chunk, player, and world files

* refactor(server): replace chunk set with flat_hash_set and add ref count

- Replace std::unordered_set with absl::flat_hash_set for chunk position sets.
- Add ref_count field to ChunkEntity and implement update_ref_count().
- Remove clear_unused_chunks() and use ref counting for chunk lifetime.
- Add get_chunk_pos_set() accessors to ServerPlayer.

* fix(client-world): delay chunk request to wait for server central chunk generation

* refactor(gameplay): migrate chunk storage to tbb::concurrent_hash_map

* refactor(server_world): replace future-based chunk generation with queue

Remove `std::future` per-chunk tracking and poll_finished_chunks().
Instead, generation tasks push completed chunks to a concurrent queue
consumed during update. This eliminates wait_all_chunk_tasks() and
simplifies synchronization.

* refactor(client_world): use concurrent data structures for chunk management

Replace std::shared_mutex and std::unordered_set with tbb::concurrent_hash_map for chunk storage, tbb::concurrent_queue for pending uploads, and absl::flat_hash_set for player chunk positions. This improves thread safety and reduces locking overhead. Refactor receive_chunk and request_chunk to work with the new concurrent model.

* build(windows): add Nvidia and AMD GPU high performance exports

* fix(ci): update header file pattern in clang-format check

* style(clang-format): comment out AlignPPAndNotPP option

* chore: enable AlignPPAndNotPP in clang-format and pin clang version in CI

* ci(workflow): update format check to use LLVM 22

* ci(format-check): install clang-format-22

* perf(world): cull distant players from updates and rendering

Add distance2 utility function. On client, skip rendering other players if distance squared exceeds rendering distance. On server, only send player position and block change updates to players in relevant chunks.

* refactor(math_tools): convert free functions to inline in header

* refactor(dev_panel): remove seed editing and server rebuild world, move client rebuild

- Remove text editing for perlin seed and filter function
- Remove ServerWorld::rebuild_world() method and its atomic flag
- Move 'Rebuild World' button to client world tab
- Remove unused perlin_noise_input_buffer

* fix(server_world): floor block position coordinates in handle_block_change

* refactor(gameplay): pass new_chunks vector as parameter instead of member variable

* perf(client): improve chunk rendering performance with snapshots and threaded generation

* feat(tools): add PriorityThreadPool with priority scheduling

Implement PriorityThreadPool supporting task priorities and FIFO ordering for same priority.
Update ClientWorld to use the new pool with explicit priority for chunk operations.
Fix ThreadPool stop logic with atomic exchange and remove unnecessary lambda capture.

* feat(networking): add priority and sequence ordering to packet send queues

* feat(server-world): use priority thread pool for chunk generation

Introduce PriorityThreadPool to process chunk generation tasks with priorities based on their distance from the player. Closer chunks receive higher priority, improving responsiveness.

* refactor(client): extract AABB creation and add collision check on block place

Make ClientPlayer::get_aabb and ClientWorld::get_block_aabb static.
Change player size to static constexpr M_SIZE.
Use shared_mutex for concurrent reads of other players.
Check for collision with other players before placing a block.

* feat(build): add build-time version system via CMake configure_file

* ci(release): add release build workflow for windows
2026-07-02 14:51:34 +08:00
zhenyan121
f4114c2699 refactor: world generation (#17)
* refactor: use TBB for concurrent hash maps and parallelize chunk processing

* fix: tbb link fail

* refactor(chunk): remove biome check for caves in rivers and oceans

* refactor(random): replace std distributions with custom implementations

Avoid overhead and platform-dependent behavior of `<random>` distributions by using direct engine operations and integer arithmetic. This ensures deterministic, cross-platform results and improves performance.

* refactor(generation): use chunk seed for cave and river paths

- Use per-chunk seed instead of global path_id for cave and river generation.
- Remove unused m_sum variables and m_path_id members.
- Clamp river yaw within 10 degrees of initial direction.
- Fix river radius interpolation (use t instead of 1-t).
- Lower sea level from 64 to 63.
2026-06-14 11:36:37 +08:00
zhenyan121
932463663f feat: ocean (#16)
* feat(gameplay): add Ocean biome with water generation and heightmap adjustments

- Introduce Ocean biome enum, builder, and detection logic.
- Add ocean water building to all existing biomes and modify heightmap thresholds for low mountainous areas.
- Skip cave and river generation in Ocean (and River) biomes; avoid carving water blocks.
- Comment out border blending call and update block fill logic.

* fix(gameplay): re-enable border blending and protect water in cave gen

* refactor(generation): move ocean water build to later phase

* feat(block): add is_transitional property and refine border blending

* fix(block): set stone block as transitional

* fix(world): generate temporary chunks for surface blend neighbor data

* fix(gameplay): simplify block fill logic in blend_surface_blocks_borders

* refactor(tree): remove debug logging and unused include
2026-06-12 19:42:59 +08:00
zhenyan121
d0bc8d627f refactor: transparent render (#14)
* fix(renderer): defer uniform location retrieval and add view matrix in outline rendering

* refactor(gameplay): encapsulate per-type vertex data into VertexData struct

* feat(rendering): separate transparent blocks into discard and blend modes

* feat(renderer): implement order-independent transparency

* fix(shaders): reduce alpha discard threshold to 0.8
2026-06-11 12:21:19 +08:00
zhenyan121
5901ab7cd9 feat: grass (#11)
* feat: add grass texture and update grass_block texture

* feat: add block data

* feat: add blocks_tool

* feat: add sync info and change function in blocks_tools

* feat: add check and new function

* refactor: make block texture loading data-driven

* feat: add rendering for grass

* feat: passable grass

* feat: random grass place

* fix: memory leak in TextureManager::load_cross_plane_texture
2026-05-28 21:34:36 +08:00
zhenyan121
bbf8b4e969 refactor: river (#10)
* fix: correct snowy grass block texture

* refactor: river generation

* fix: water placement error due to interpolation

* perf: improve river naturalness

* feat: add river tab item

* fix: path truncation
2026-05-23 14:29:41 +08:00
zhenyan121
a54e87dbc6 refactor: terrain generation (#9)
* feat: add BlockType

* refactor: use fBM for heightmap generation

* feat: improve mountain realism

* refactor: adjust mountain spawn probability

* feat: add biome boundary blending

* refactor: remove resolve_biome_adjacency_conflict function

* feat: add snowy plain

* perf: speed up world generation

* refactor: lower overall terrain height
2026-05-23 10:33:52 +08:00
zhenyan121
1a26474a05 feat: add cave (#8)
* feat: add cave generate

* fix: incorrect blocks on cave surface

* fix: non-deterministic cave generator

* refactor: move all chunk generation to dedicated generation thread

* refactor: remove inital cave

* feat: add cave parameter adjustment

* refactor: adjust cave probability
2026-05-09 20:13:55 +08:00
zhenyan121
9d200f31be refactor: chunk interpolate (#6)
* refactor: rewrite blend_heightmap_boundaries

* refactor: init_world

* fix: unnatural biome boundary transition
2026-05-03 16:02:01 +08:00
zhenyan121
a02bfad639 refactor: biome build (#5)
* refactor: rename Biome to BiomeType

* feat: add biome builder
2026-05-02 13:40:46 +08:00
c5a78185ba feat: add ChunkGenerator 2026-04-26 14:10:09 +08:00
4ca2133ff3 feat: add DevPanel 2026-04-25 14:24:50 +08:00
106cc3d398 feat: add Config class 2026-04-24 17:08:06 +08:00
2409734e89 chore: add toml++ library 2026-04-24 10:21:26 +08:00
c2321a0a6e refactor: warp everything in Cubed namespace 2026-04-20 22:18:02 +08:00
de4df4b476 fix: data race in world::init_world() 2026-04-18 15:14:11 +08:00
11b6e88d0d feat: initialize world in multiple threads 2026-04-18 12:35:48 +08:00
bb888fd7b7 feat: add tree generation 2026-04-18 10:59:37 +08:00
63930dcdc7 refactor: separate biome declaration and definition 2026-04-18 09:20:51 +08:00
be176ff18a build: upgrade C++ standard to C++23 2026-04-17 18:07:47 +08:00
ecc1595a39 fix: can't load image 2026-04-16 13:00:19 +08:00
cd107fa35d feat: add DEBUG_MODE and ASSETS_PATH macro 2026-04-16 12:55:36 +08:00
1d04fedb0f feat: add DebugCollector 2026-04-16 11:55:25 +08:00
311c675852 feat: add text class 2026-04-16 10:44:05 +08:00
16ff954166 feat: async world generation 2026-04-14 09:24:10 +08:00
23affb78b5 feat: add perlin noise 2026-04-05 18:21:43 +08:00
2cfbd1a03b feat: add shader class 2026-03-29 11:15:18 +08:00
b1a5581131 fix: windows build fail 2026-03-28 17:09:50 +08:00
c37c45ad19 feat: add font class and render font function 2026-03-28 12:04:31 +08:00
772d606bbe fix: build failed on window 2026-03-21 12:10:51 +08:00
686aac8067 build: add windows platform support 2026-03-21 11:46:31 +08:00
3916a72ca3 refactor: introduce App class as program core 2026-03-20 22:46:34 +08:00
4d4bbe82ec feat: add frustum culling 2026-03-19 10:54:13 +08:00
8b1579b5fd feat: add block placement and destruction 2026-03-14 14:37:27 +08:00
f392a656a7 feat: add outline for block that is looked 2026-03-14 10:18:20 +08:00
27b51d1a6a fix: correct file name 2026-03-12 16:44:40 +08:00
e1ceca109f feat: add AddressSanitizer 2026-03-12 15:37:28 +08:00
668fa9a57d feat: add world class 2026-03-07 17:00:05 +08:00
eccd744f8b feat: add map table to save block index 2026-03-07 14:44:08 +08:00
2ad9deff3e feat: add TextureManager class 2026-03-07 11:46:36 +08:00
fc7f3e75b1 style: unify naming conventions across the project 2026-03-07 09:51:51 +08:00
05a62e7443 feat: add camera and player class 2026-03-06 22:07:26 +08:00
9fe1eaec24 feat: initialize OpenGL 2026-03-05 17:01:01 +08:00