Alex Foster
Alex Foster
This is most noticeable on the new zapper model due to its large paletted area, but all weapons exhibit the same issue. Immediately upon picking up another weapon (typically a...
Since we're moving to Steam as a distribution platform, we now have access to its platformwide achievements system. It is therefore probably beneficial for player retention to offer achievements through...
Maps are made out of rectangular elements mostly, but environment maps are mapped about spheres. This leads to the radii of envmaps not cleanly bounding the surfaces they are intended...
There was a discussion on this on IRC the other day, predicated by the observation that the vast majority of unique visitors to the Github site (https://github.com/red-eclipse/base/graphs/traffic) was directed at...
The vertex array object `vtxarray` is currently a POD struct which contains no member functions, despite the presence of free functions which are in practice essentially member functions of that...
Using `-1` for an invalid index is not very safe and also not necessary due to the existence of `std::optional`. With` std::optional` it should be possible to at least use...
There are many parts of the code, which if `-Wshadow` is enabled, will indicate that parameters are shadowing (taking the same name as) existing variables. This can be highly confusing...
Global variables should not exist, but also they should not require the explicit `::` scope resolution operator because they occupy the same namespace as the `globalparams` field in the Shader...
The radian is a ratio equal to 180/π degrees or 1/(2π) revolutions. Because (of course) `tools.h` has to do everything its way, the macro `RAD` is defined as π/180 which...
The particle renderer uses a hardcoded list of `partrender *` objects in a global variable called `parts`. These should be available for the game to define, not the engine.