source: trunk/monsterz @ 852

Name Size Rev Age Author Last Change
../
android 834   10 years sam android: target android-8 until <cstdlib> is properly fixed for …
art 365   11 years sam New artwork by Luc.
gfx 796   10 years sam gl: use Glew if available.
ios 739   11 years sam ios: clean up code.
ps3 840   10 years sam ps3: add a build-ps3 script that uses autoconf and automake.
sound 300   11 years sam Move Monsterz artwork to a subdirectory.
web 767   10 years sam web: fix the Monsterz SVN repo location in Trac.
board.cpp 17.3 KB 792   10 years sam tiler: ensure AddTile() and BlitTile() accept vec3i arguments.
board.h 1.1 KB 759   11 years sam monsterz: get rid of the Fusion mode, it sucked.
interface.cpp 2.3 KB 816   10 years sam monsterz: minor code enhancement.
interface.h 828 bytes 423   11 years sam Add more GetName() implementations.
Makefile.am 1.3 KB 851   10 years sam android: fix Android NDK compilation.
mash.cpp 3.6 KB 758   11 years sam ps3: start a minimal PS3 port using PSGL, but not CG yet.
mash.h 888 bytes 423   11 years sam Add more GetName() implementations.
monsterz.cpp 1.4 KB 838   10 years sam ps3: add a simple PS3 input system that currently merely emulates …
monsterz.h 2.7 KB 791   10 years sam monsterz: eagles and clouds now span across the whole width of the …
piece.cpp 9.0 KB 792   10 years sam tiler: ensure AddTile() and BlitTile() accept vec3i arguments.
piece.h 1.3 KB 759   11 years sam monsterz: get rid of the Fusion mode, it sucked.
score.cpp 1.7 KB 740   11 years sam monsterz: create a Score class to display the score text and increment …
score.h 813 bytes 740   11 years sam monsterz: create a Score class to display the score text and increment …
thumbs.cpp 2.2 KB 792   10 years sam tiler: ensure AddTile() and BlitTile() accept vec3i arguments.
thumbs.h 901 bytes 740   11 years sam monsterz: create a Score class to display the score text and increment …
title.cpp 10.8 KB 792   10 years sam tiler: ensure AddTile() and BlitTile() accept vec3i arguments.
title.h 835 bytes 422   11 years sam Start splitting the animations into smaller pieces.
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