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<title>demo.git/src/util, branch v0.1</title>
<subtitle>Vide-coded 64k demo system</subtitle>
<id>https://git.taar-o.com/demo.git/atom?h=v0.1</id>
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<updated>2026-02-03T07:42:12Z</updated>
<entry>
<title>fix(assets): Resolve static initialization order fiasco</title>
<updated>2026-02-03T07:42:12Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-02-03T07:42:12Z</published>
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<id>urn:sha1:59c72c95b5fdd756d4b0134fad32f7a3f4daa2aa</id>
<content type='text'>
Replaces the global  array with  which wraps a local static array. This ensures the asset table is initialized on first use, preventing crashes when other globals (like shader strings) try to access assets during dynamic initialization.
</content>
</entry>
<entry>
<title>feat(assets): Enforce 16-byte alignment and string safety</title>
<updated>2026-02-03T07:03:57Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-02-03T07:03:57Z</published>
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<id>urn:sha1:6d4aeb4120230899589326b5fd87afca58654c05</id>
<content type='text'>
Updates asset_packer to align static asset arrays to 16 bytes and append a null-terminator. This allows assets to be safely reinterpreted as typed pointers (e.g., float*, const char*) without copying. Updates AssetManager documentation to reflect these guarantees.
</content>
</entry>
<entry>
<title>fix(3d): Tighten torus proxy hull and ensure floor grid visibility</title>
<updated>2026-02-02T16:10:39Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-02-02T16:10:39Z</published>
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<id>urn:sha1:01b3442ceb51983b2df920259d13edf933a6bfe3</id>
<content type='text'>
- Adjusted Torus proxy hull in vs_main to 1.5x0.5x1.5 for better SDF fit.
- Updated VisualDebug::add_box to use per-object local extents.
- Standardized floor grid mapping in fs_main using planar p.xz projection.
- Verified non-uniform scale and rotation robustness in test_3d_render.
</content>
</entry>
<entry>
<title>fix(3d): Correct debug box transforms and restore object textures</title>
<updated>2026-02-02T15:46:59Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-02-02T15:46:59Z</published>
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<id>urn:sha1:2184a1043d1a071cdc78303b2247145bf3f18c0b</id>
<content type='text'>
- Updated VisualDebug to accept mat4 transforms, enabling wireframes to follow rotating objects.
- Restored SDF bump mapping and floor grid texture in the fragment shader.
- Added vec4::xyz() helper to mini_math.h.
- Fixed Renderer3D to pass the full model matrix for debug visualization.
</content>
</entry>
<entry>
<title>fix(gpu): Resolve high-DPI squished rendering and 3D shadow bugs</title>
<updated>2026-02-02T14:55:03Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-02-02T14:55:03Z</published>
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<id>urn:sha1:c194f59e171a1e58ce1704f37d99ffcd09a42433</id>
<content type='text'>
- Implemented dynamic resolution support in all shaders and effects.
- Added explicit viewport setting for all render passes to ensure correct scaling.
- Fixed 3D shadow mapping by adding PLANE support and standardizing soft shadow logic.
- Propagated resize events through the Effect hierarchy.
- Applied project-wide code formatting.
</content>
</entry>
<entry>
<title>feat(3d): Support non-uniform scale and shadows on rasterized objects</title>
<updated>2026-02-02T12:54:23Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-02-02T12:54:23Z</published>
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<id>urn:sha1:844f5d32f37877bf65e72bcfb994d39b713a7317</id>
<content type='text'>
- Implemented full support for non-uniform scaling by calculating and passing the 'model_inverse_transpose' matrix to the shader for correct normal transformation.
- Added 'transpose()' and 'inverse()' methods to the 'mat4' class in 'mini_math.h'.
- Refactored the shader to use the new matrix for lighting rasterized objects.
- Updated the test scene to use a rasterized floor (CUBE) instead of an SDF one, ensuring it receives correct lighting and shadows even with non-uniform scale.
</content>
</entry>
<entry>
<title>refactor(build): Centralize generated files and clean up project layout</title>
<updated>2026-02-02T11:19:10Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-02-02T11:19:10Z</published>
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<id>urn:sha1:dc47af28f09705d28e9975867d7fad9a395f9163</id>
<content type='text'>
- Task A: Centralized all generated code (assets, timeline) into a single  directory to create a single source of truth.
- Task A: Isolated test asset generation into a temporary build directory, preventing pollution of the main source tree.
- Task B: Vertically compacted all C/C++ source files by removing superfluous newlines.
- Task C: Created a top-level README.md with project overview and file descriptions.
- Task D: Moved non-essential documentation into a  directory to reduce root-level clutter.
</content>
</entry>
<entry>
<title>feat(gpu/assets): Fix tests, integrate bumpy 3D renderer and procedural assets</title>
<updated>2026-02-01T17:56:47Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-02-01T17:56:47Z</published>
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<id>urn:sha1:e3ef115804b46e8bfc594987b04b1059aed5e002</id>
<content type='text'>
- Fixed test_sequence by restoring MainSequence::init_test for mocking.
- Corrected CMakeLists.txt dependencies and source groupings to prevent duplicate symbols.
- standardizing Effect constructor signature for seq_compiler compatibility.
- Implemented Hybrid3DEffect using bumpy Renderer3D and procedural NOISE_TEX.
- Updated MainSequence to support depth buffer for 3D elements.
- Formatted all source files with clang-format.
</content>
</entry>
<entry>
<title>feat(assets): Implement procedural asset generation pipeline</title>
<updated>2026-02-01T13:27:14Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-02-01T13:27:14Z</published>
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<id>urn:sha1:c7087fa3004349943d9b76e5015e87314b366de4</id>
<content type='text'>
- Updated asset_packer to parse PROC(...) syntax.
- Implemented runtime dispatch in AssetManager for procedural generation.
- Added procedural generator functions (noise, grid, periodic).
- Added comprehensive tests for procedural asset lifecycle.
</content>
</entry>
<entry>
<title>feat(asset_manager): Implement array-based caching</title>
<updated>2026-02-01T11:06:37Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-02-01T11:06:37Z</published>
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<id>urn:sha1:a358fbc9f4ba3a7b01f600109fc86aeb2fcf96b8</id>
<content type='text'>
- Refactored asset manager to use a static array for caching, improving performance and memory efficiency.
- Updated asset_packer to correctly generate ASSET_LAST_ID for array sizing.
- Modified asset_manager.h to use a forward declaration for AssetId.
- Updated asset_manager.cc to use the conditional include for generated asset headers.
- Added a test case in test_assets to verify the array-based cache and ASSET_LAST_ID logic.
</content>
</entry>
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