Skip to content

HTTPS clone URL

Subversion checkout URL

You can clone with
or
.
Download ZIP
branch: master
Commits on Jul 29, 2012
Commits on May 31, 2012
Commits on May 30, 2012
  1. Handle another rare glitch

    authored
Commits on May 29, 2012
  1. some misc. tweaks

    authored
  2. Fix collision jitter

    authored
  3. Implement simple edge-evasion (PypeBros' suggestion)

    authored
    On  Thu  May  24, 2012 3:48 pm, PypeBros wrote: some edge‐evasion
    algorithm (à  la 2D‐Zelda) would be nice so that we’re not  stuck
    as soon as we approach a corner.
    
    On  Mon May 28, 2012 7:05 am, PypeBros wrote: In a 3D environment
    with freely positioned direction, you could use the projection of
    your  intended  velocity against the wall (cos normal_angle * ve‐
    locity, iirc) as the collision resulting velocity.
Commits on May 26, 2012
Commits on May 10, 2012
  1. Tweak README

    authored
Commits on Apr 29, 2012
Commits on Apr 13, 2012
  1. Get the game fully working on the real console

    authored
    - made the player model low-poly
    - stripped out parts of the 'default' world to get it to load
Commits on Apr 12, 2012
  1. Update README

    authored
Commits on Mar 9, 2012
  1. tweak README

    authored
Commits on Dec 8, 2011
  1. better control scheme

    authored
Commits on Dec 5, 2011
  1. Remove "ugly hack" in playerTick(), tidy up a few things

    authored
    The hack which cancelled collisions with "non-solid" objects
    is no longer needed as all objects write empty bounding
    boxes (as part of their tick routines) when they are not considered solid.
Commits on Dec 4, 2011
  1. Fix whitespace

    authored
  2. Update Makefile.pc

    authored
Commits on Dec 3, 2011
  1. Improve No$GBA quality rating.

    authored
    (I don't know why this is improves the rating, as
    I just have the freeware version)
Something went wrong with that request. Please try again.