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#include "stdafx.h"

#include "Headers/PhysicsAPIWrapper.h"

namespace Divide {



};

Commits for Divide-Framework/trunk/Source Code/Physics/PhysicsAPIWrapper.cpp

Diff revisions: vs.
Revision Author Commited Message
992 Diff Diff IonutCava picture IonutCava Thu 07 Dec, 2017 18:01:51 +0000

[Ionut]
- Split PhysicsComponent into 2, ECS-based, components: TransformComponent and RigidBodyComponent
UNTESTED

890 Diff Diff IonutCava picture IonutCava Sun 14 May, 2017 20:54:59 +0000

[Ionut]
- Add pre-compiled header support
- Initial code for per-stage tessellation computation

695 Diff Diff IonutCava picture IonutCava Sun 08 May, 2016 22:45:32 +0000

[IonutCava]
- Better separation of rigid body based physics and standard transform system

427 Diff Diff IonutCava picture IonutCava Sun 10 May, 2015 20:23:07 +0000

[Ionut]
- Multithreaded bounding box calculations for skinned submeshes
- Better PhysicsActor <-> PhysicsComponent coupling
- Changed the ThreadPool model to a priority based system
- Added a ScopedTimer class to simplify timing of functions
- Added a reset system to WarScene to unload and reload all units and AIEntities

350 Diff Diff IonutCava picture IonutCava Tue 10 Feb, 2015 16:25:39 +0000

[Ionut]
- Simplified some Util-namespace level functions by using STL algorithms where possible
- Formatted the entire codebase using clang-format with the following style: "{BasedOnStyle: Google, IndentWidth: 4}"
- Attempted to make ProfileTimer thread-safe (temp fix until std::chrono works properly in Visual Studio)

335 IonutCava picture IonutCava Fri 12 Dec, 2014 14:02:54 +0000

[Ionut]
- Moved game specific features (Environment, Scenes, Dynamics, etc) to a separate project (Divide-Game)
- Refactored the lib building process for all projects