mikymod 4fbcdbda87 update cmake file, TODO: fix errors and test 12 anni fa
..
audio 6412948e73 update AlRenderer 12 anni fa
compilers d592de58d0 add PhysicsTypes to headers 12 anni fa
core 7408b76bc9 change cmath in math.h 12 anni fa
input 2aa28bdfa8 Rename Vec* to Vector*, Mat* to Matrix*, Quat to Quaternion 12 anni fa
lua ff2795978b We can access resource data directly by casting to appropriate resource types, no need to keep data inside *Resource 12 anni fa
network 2aa28bdfa8 Rename Vec* to Vector*, Mat* to Matrix*, Quat to Quaternion 12 anni fa
os 757bbe84c5 Update documentation 12 anni fa
physics 678e8d81be add physics 12 anni fa
renderers 551dcb1211 Fix renderer not releasing IDs for GPU resources 12 anni fa
resource d592de58d0 add PhysicsTypes to headers 12 anni fa
rpc b4d93e3d0e Split IdTable from Id definition 12 anni fa
tests 06c5ef0a03 Merge branch 'master' into world 12 anni fa
third 5fad6aae61 Add support for nVidia PhysX to CMakeLists.txt 12 anni fa
Android.mk 4e15eff5af Delete Generic 12 anni fa
Application.mk c884f1b741 Rename src folder to engine 12 anni fa
CMakeLists.txt 4fbcdbda87 update cmake file, TODO: fix errors and test 12 anni fa
Camera.cpp deba4926f7 Refactor Unit, pass around node's index and SceneGraph instead of duplicating ton of data 12 anni fa
Camera.h deba4926f7 Refactor Unit, pass around node's index and SceneGraph instead of duplicating ton of data 12 anni fa
Config.h.in be86e86f48 Add support to custom uniforms 12 anni fa
Crown.h c91b780fb0 Add functions for operating on event streams 12 anni fa
Device.cpp c61a766b87 init Physx in Device 12 anni fa
Device.h c61a766b87 init Physx in Device 12 anni fa
Mesh.cpp ff2795978b We can access resource data directly by casting to appropriate resource types, no need to keep data inside *Resource 12 anni fa
Mesh.h deba4926f7 Refactor Unit, pass around node's index and SceneGraph instead of duplicating ton of data 12 anni fa
RenderWorld.cpp 89dad358d5 Split update() and render() in World 12 anni fa
RenderWorld.h 89dad358d5 Split update() and render() in World 12 anni fa
SceneGraph.cpp deba4926f7 Refactor Unit, pass around node's index and SceneGraph instead of duplicating ton of data 12 anni fa
SceneGraph.h deba4926f7 Refactor Unit, pass around node's index and SceneGraph instead of duplicating ton of data 12 anni fa
SceneGraphManager.cpp 875030c862 Add SceneGraphManager and eradicate memory leaks 12 anni fa
SceneGraphManager.h 89dad358d5 Split update() and render() in World 12 anni fa
Sound.cpp 1b8361edc4 add Sound and SoundWorld 12 anni fa
Sound.h 1b8361edc4 add Sound and SoundWorld 12 anni fa
SoundWorld.cpp 1b8361edc4 add Sound and SoundWorld 12 anni fa
SoundWorld.h 1b8361edc4 add Sound and SoundWorld 12 anni fa
Sprite.cpp b850968db4 Delete sprite animator when destructor called 12 anni fa
Sprite.h b850968db4 Delete sprite animator when destructor called 12 anni fa
SpriteAnimator.h ff2795978b We can access resource data directly by casting to appropriate resource types, no need to keep data inside *Resource 12 anni fa
Unit.cpp 1d8376b8b2 update Unit according to physics implementation 12 anni fa
Unit.h 1d8376b8b2 update Unit according to physics implementation 12 anni fa
World.cpp 53664116f1 update World according to physics implementation 12 anni fa
World.h 53664116f1 update World according to physics implementation 12 anni fa