engine/TODO
2023-01-21 18:02:38 +00:00

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----- TO DO LIST -----
Add support for shadows and other complex lighting. Also add post-processing.
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
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
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
(by creating many objects).
# VULKAN #
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.