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https://github.com/bloeys/nmage.git
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Reduce cubes+make camera framrate independent
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16
main.go
16
main.go
@ -443,20 +443,21 @@ var lightColor1 gglm.Vec3 = *gglm.NewVec3(1, 1, 1)
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func runGameLogic() {
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var camSpeed float32 = 15.0
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if input.KeyDown(sdl.K_w) {
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camPos.Data[1] += 0.1
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camPos.Data[1] += camSpeed * timing.DT()
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updateViewMat()
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}
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if input.KeyDown(sdl.K_s) {
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camPos.Data[1] -= 0.1
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camPos.Data[1] -= camSpeed * timing.DT()
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updateViewMat()
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}
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if input.KeyDown(sdl.K_d) {
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camPos.Data[0] += 0.1
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camPos.Data[0] += camSpeed * timing.DT()
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updateViewMat()
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}
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if input.KeyDown(sdl.K_a) {
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camPos.Data[0] -= 0.1
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camPos.Data[0] -= camSpeed * timing.DT()
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updateViewMat()
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}
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@ -519,12 +520,13 @@ func draw() {
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bo.Activate()
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tempModelMat := modelMat.Clone()
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for y := 0; y < 100; y++ {
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for x := 0; x < 100; x++ {
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rowSize := 10
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for y := 0; y < rowSize; y++ {
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for x := 0; x < rowSize; x++ {
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simpleShader.SetUnifMat4("modelMat", &tempModelMat.Translate(gglm.NewVec3(-1, 0, 0)).Mat4)
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gl.DrawElements(gl.TRIANGLES, int32(bo.IndexBuf.DataLen), gl.UNSIGNED_INT, gl.PtrOffset(0))
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}
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simpleShader.SetUnifMat4("modelMat", &tempModelMat.Translate(gglm.NewVec3(100, -1, 0)).Mat4)
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simpleShader.SetUnifMat4("modelMat", &tempModelMat.Translate(gglm.NewVec3(float32(rowSize), -1, 0)).Mat4)
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}
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simpleShader.SetUnifMat4("modelMat", &modelMat.Mat4)
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