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<title>faqe/.gitignore, branch master</title>
<subtitle>A simple quake clone game (WIP)
</subtitle>
<id>https://the-tk.com/cgit/faqe/atom?h=master</id>
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<updated>2018-10-19T20:30:23Z</updated>
<entry>
<title>Allow multiple shaders while reducing duplication</title>
<updated>2018-10-19T20:30:23Z</updated>
<author>
<name>Tomasz Kramkowski</name>
<email>tk@the-tk.com</email>
</author>
<published>2018-10-19T20:22:07Z</published>
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<id>urn:sha1:7c1edef3ac501d40e3de495b9434df71f535e9bc</id>
<content type='text'>
This change also stops using bie as eventually it will be replaced with
a more sophisticated asset handling system which will also allow custom
shaders.
</content>
</entry>
<entry>
<title>.gitignore: Add .dir-locals.el</title>
<updated>2018-05-02T20:23:45Z</updated>
<author>
<name>Tomasz Kramkowski</name>
<email>tk@the-tk.com</email>
</author>
<published>2018-05-02T20:23:45Z</published>
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<id>urn:sha1:0ce30b0e09621694430e3afe25c8209b147064de</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Implement basic model loading of FMD format.</title>
<updated>2018-04-27T19:56:00Z</updated>
<author>
<name>Tomasz Kramkowski</name>
<email>tk@the-tk.com</email>
</author>
<published>2018-04-27T19:56:00Z</published>
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<id>urn:sha1:bab0824608498d1079d4e9522f3014d3d538aabe</id>
<content type='text'>
The FMD (Faqe Model Data) format is a format designed for faqe. It
stores vertex, element and material information and mesh information.

This patch provides the basic implementation and use of this format.

This patch also implements perspective projection, depth testing and
view and model matrices.

An example fmd file is provided.
</content>
</entry>
<entry>
<title>Move linmath.h out of the project and into its own fork.</title>
<updated>2018-04-20T20:18:45Z</updated>
<author>
<name>Tomasz Kramkowski</name>
<email>tk@the-tk.com</email>
</author>
<published>2018-04-20T20:18:45Z</published>
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<id>urn:sha1:a53677673de504fe050fced7791b45d80e3fe77b</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Rename project gltest -&gt; faqe</title>
<updated>2018-03-30T14:50:27Z</updated>
<author>
<name>Tomasz Kramkowski</name>
<email>tk@the-tk.com</email>
</author>
<published>2018-03-30T14:50:27Z</published>
<link rel='alternate' type='text/html' href='https://the-tk.com/cgit/faqe/commit/?id=6d17b081cc16b0ba13ab918e885674b2defa8280'/>
<id>urn:sha1:6d17b081cc16b0ba13ab918e885674b2defa8280</id>
<content type='text'>
The project has been renamed to faqe.

The logic for this name: quake -&gt; fake quake -&gt; faqe
</content>
</entry>
<entry>
<title>Move to using bie for assets</title>
<updated>2018-03-27T23:18:53Z</updated>
<author>
<name>Tomasz Kramkowski</name>
<email>tk@the-tk.com</email>
</author>
<published>2018-03-27T23:17:30Z</published>
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<id>urn:sha1:768feb8bf10807142ff1f21d29f7492509362a18</id>
<content type='text'>
Shaders are now stored in a bie flat archive and indexed via assets.c
and assets.h.
</content>
</entry>
<entry>
<title>.gitignore: loadgl.[ch]</title>
<updated>2018-03-27T18:24:47Z</updated>
<author>
<name>Tomasz Kramkowski</name>
<email>tk@the-tk.com</email>
</author>
<published>2018-03-27T18:11:15Z</published>
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<id>urn:sha1:42c47b5e4670a7e87fb7cee43f1a068456ec473d</id>
<content type='text'>
</content>
</entry>
<entry>
<title>init commit</title>
<updated>2018-03-26T18:49:24Z</updated>
<author>
<name>Tomasz Kramkowski</name>
<email>tk@the-tk.com</email>
</author>
<published>2018-03-26T15:38:09Z</published>
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<id>urn:sha1:ca761a910c25197b10aeadcb0120dae132442d56</id>
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