Posted in: Uncategorized

Api Rework and State Machine

I spent a lot of time reworking the API and implementing a state machine. State machines allow the client to segment the flow of their game more naturally and manage resources easier. All code must be put into an Infinity::State subclass in the future.

Posted in: Infinity

Blending and Culling

Last week, I implemented a rasterizer class to control some low-level functionality like blending and culling. While the rendered image below used alpha-clipping and alpha-blending combined, images with non-zero and non-one alpha components could have been rendered too.

Posted in: Infinity

Zero Warnings!

I finally took it upon myself to eliminate all warnings in my Infinity code base. Sadly, my dependencies still contain some annoying warnings (uninitialized member warnings, ect.). However, my compile output is completely clean now 🙂 No dll-interface warnings, no implicit cast warnings and no other warnings!

Posted in: Infinity

Virtual Cursor Space

In the last commit, I added virtual cursor space and cursor enabling/disabling. This basically means that you can hide (disable) the cursor and move it around indefinitely without bounds (very useful for first-person cameras). In the following image, you can see that I added cursor-based pitch and yaw rotation to my camera.

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