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41 lines
1.5 KiB
Plaintext
41 lines
1.5 KiB
Plaintext
----- TO DO LIST -----
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vulkan/device.cpp: report what is missing when a device fails to be found.
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Only select physical device 0 to simplify code.
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Supported different event 'kinds' (postPhysics, preRender, postRender etc)
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TODO now: the collision system doesn't use the "isTrigger" bool properly.
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Add support for shadows and other complex lighting. Also add post-processing.
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Add AABB colliders, sphere colliders, and mesh colliders.
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Support animations and skinned meshes.
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At some point, add game controller support. Make sure it works well with the
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InputManager class.
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* Was implemented in the past: *
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For font rendering, put all ASCII characters in one large texture and use
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'instancing' (and uniform buffer objects?) to reduce draw calls.
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----- DONE -----
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For mesh rendering, give every mesh-renderer a ShaderMaterial which, depending
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on the shader, defines how the mesh reacts to light and also stores a reference
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to its texture(s). -- Also make a model loader that works with multiple meshes
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(by creating many objects).
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The engine needs an event/message system, this will be helpful for collision
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detection. Also helpful for general gameplay logic.
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The entire vulkan backend needs redesigning without so many classes
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Place all instances of a particular component in contiguous memory: I.e., a
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scene holds many std::vectors, one for each type of component. These vectors are
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looped through every frame. This should optimise things by improving the memory
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layout of the program, significantly reducing cache misses.
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