5fccf97f4b
Lazily load sprite image data
...
This cuts memory use significantly, since many sprites in an object are
never used. We can get savings over time by evicting sprites when they
go out of scope, but that's, well, out of scope.
To achieve this, I introduce an assetstore package that is in charge of
loading things from the filesystem. This also allows some lingering
case-sensitivity issues to be handled cleanly.
I'd hoped that creating fewer ebiten.Image instances would help CPU
usage, but that doesn't seem to be the case.
2020-03-19 22:24:21 +00:00
34d12edc2a
Use palettized images
2020-03-19 19:02:32 +00:00
65249b59c4
Rename go module
2019-12-31 01:55:58 +00:00
6f605aa502
ebiten: convert view-obj
2019-12-29 15:38:49 +00:00
997e2076d1
Start loading .fnt files. No display yet
2019-01-02 06:16:15 +00:00
06625007fc
Fix a 16-bit overflow for large objects
2018-10-13 02:38:25 +01:00
1fa61c72c2
WIP: Speed up rendering by using a spritesheet
2018-10-12 23:02:24 +01:00
aa093faabc
Move RLE decoding into a separate package
2018-10-12 20:22:40 +01:00
c8238f1853
Turns out the palette is actually identical to that in wh40k.pcx
2018-03-25 00:18:27 +00:00
285ae5d292
Make it easier to debug .obj file parsing errors
2018-03-24 23:38:12 +00:00
4d4c4da892
More .obj investigating. 0x80 seems to be a special value
2018-03-24 21:47:34 +00:00
456f71bfb9
Complete the rename from chaos-gate -> ordoor
2018-03-22 20:31:10 +00:00
62bff1aa44
Move the palette code into internal/ so view-map can share it
2018-03-22 01:56:46 +00:00
e3a2096b00
Remove the blacklist from the .obj loader
2018-03-21 21:37:00 +00:00
c4598590c2
Another night of .obj failure
2018-03-21 05:08:24 +00:00
10e22d8428
Extract scanning ASCII files into a util package
2018-03-18 05:04:46 +00:00
afc1ed6d04
Stop outputting some per-object-frame data
2018-03-17 04:14:40 +00:00
107c209354
Initial commit
...
I can parse some of the data files, and extract individual frames from .obj
files. I can't yet convert those frames into something viewable.
2018-02-24 13:50:35 +00:00