Added skeleton code for BatchedMesh.
Merge branch 'master' into BatchedMesh
The game grid is now batched into a VBO per material. This improves performance by a huge amount allowing large maps such as 100x100 to run without issue.
Added caching and transforming of RenderComponent bounds for a small speed increase with events.
Started implementing a new event system. GameGrid now drives events that will be picked up by a component that overlays grid squares (material can’t be used anymore due to batching).
Added skeleton code for GridHighlighter, the object that will show grid overlays to show the user what is selected.
Fixed syntax errors with GridHighlighter skeleton code.
Moved all project dependencies into the project directory so that the whole project can build independantly. (OSX only so far)
Added in LuaBind headers and libraries.
Created LUA bindings for some initial c++ classes. Started preparing app code for a LUA driven component system. Pulled in some more boost deps. Removed some redundant libraries.
Fleshed out ScriptDef. Assets definitions are now checked recursively on engine load.
LUA scripts are now executed at startup and print error messages.
Got a log function in LUA working.
Got a YAML parsing library working in LUA.
Fixed some really annoying bugs with binding. Can now load some basic data structures from a YAML scene file.
Ported over camera code to LUA using new component system. Fixed a lot of binding bugs.
Ported most the code from GameGrid.cpp into GameGrid.lua. Can scroll around a grid of textures of a size defined in the scene file.
The asteroid is now rendering correctly and all with Lua scripts.
Lua powered game cursor is working. Added unique ids to gameComponents. Many other bug fixes.
Added some more lua local keywords that were missing.