update to do list

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Bailey Harrison 2023-01-21 18:02:38 +00:00
parent 5791b11fb9
commit adb47d810c

36
TODO
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Place all instances of a particular component in contiguous memory: I.e., a ----- TO DO LIST -----
scene holds many std::vectors, one for each type of component. These vectors are
looped through every frame. This should optimise things by improving the memory Add support for shadows and other complex lighting. Also add post-processing.
layout of the program, significantly reducing cache misses.
The engine needs an event/message system, this will be helpful for collision
detection. Also helpful for general gameplay logic.
Add AABB colliders, sphere colliders, and mesh colliders.
Support animations and skinned meshes.
At some point, add game controller support. Make sure it works well with the At some point, add game controller support. Make sure it works well with the
'Input' class. InputManager class.
* Was implemented in the past: *
For font rendering, put all ASCII characters in one large texture and use
'instancing' (and uniform buffer objects?) to reduce draw calls.
----- DONE -----
For mesh rendering, give every mesh-renderer a ShaderMaterial which, depending For mesh rendering, give every mesh-renderer a ShaderMaterial which, depending
on the shader, defines how the mesh reacts to light and also stores a reference on the shader, defines how the mesh reacts to light and also stores a reference
to its texture(s). -- Also make a model loader that works with multiple meshes to its texture(s). -- Also make a model loader that works with multiple meshes
(by creating many objects). (by creating many objects).
Add support for shadows and other complex lighting. Also add post-processing.
For font rendering, put all ASCII characters in one large texture and use
'instancing' (and uniform buffer objects?) to reduce draw calls.
# VULKAN # # VULKAN #
The entire vulkan backend needs redesigning without so many classes The entire vulkan backend needs redesigning without so many classes
Place all instances of a particular component in contiguous memory: I.e., a
scene holds many std::vectors, one for each type of component. These vectors are
looped through every frame. This should optimise things by improving the memory
layout of the program, significantly reducing cache misses.