Commit Graph
2 Commits
Author SHA1 Message Date
EnderTheCoder 889ce945f2 v0.7.0: SDL-free wasm worker backend (WebGPU + WebGL2) with on-demand assets
The engine now runs on a plain Web Worker (no SDL, no PROXY_TO_PTHREAD: in a pthread Emscripten proxies every filesystem syscall to the main browser thread, where synchronous XHR - and thus FS.createLazyFile - is forbidden). A page/worker pair transfers an OffscreenCanvas and forwards DOM input; assets load lazily from an embedded manifest, so entering a map fetches only that map and its tiles.

Presentation: ra3.webgpu (WebGPU via Emscripten's emdawnwebgpu port, WGSL shaders, the default on wasm) and ra3.wasmgl (WebGL2, GLSL ES). The legacy SDL ra3.webgl backend is removed.
2026-09-29 12:08:07 +08:00
EnderTheCoder b6d619254d v0.3.0: display abstraction, map-browser menu, SAGE terrain tiling/blends
- ra3.client::display: shared interactive loops; SDL and Vulkan backends
  implement only the primitives (init/present/poll_event/window_size/
  key_down/present_terrain). ra3.display picks the backend.
- Menu: maps by localized name (gamestrings.csf), red/gold theme, hover
  highlight, mouse + keyboard, wheel scroll, fullscreen and FPS/vsync
  options, loading progress bar.
- Terrain: continuous tile sampling via a texture array (REPEAT, uv =
  cell/(2*cellSize)) removes per-cell grid seams; SAGE blend ramp for
  material transitions; FPS label + top-right minimap overlays.
- Skip the skirmish sim for map views; reuse the Vulkan texture; no idle
  terrain redraw.
2026-09-20 02:20:39 +08:00