- Implement ray-bounding box picking and determine whether that is enough for our needs or do we need to implement OBB
- Determine whether we should enable or disble picking when a tool is active within an editor
- Implement checking if point is inside a bounding box and use that to determine whether a ray is originating inside a bounding box when checking for ray-boundingbox intersection
- Fix issue where if an entity is hoverd in editor and deleted, the game crashes because the hovered variable in editor doesn't know that the entity was deleted
- Command to create a placeholder entity of a particular type in a file
- Re-write/Overhaul bounding volumes and ray intersection
- Reduce the opacity of wireframe around selected entity in editor
@ -71,7 +73,6 @@ Todo:
- Refactor input sub-system to be the same as other sub-systems embedded
in game state.
- Figure out a way to reduce of remove snprintf calls from render code
- Re-Implement saving/loading scene to/from files
- Implement storing console's scroll location and restore it when console is toggled
- Implement collision/physics data serialization, read and write.
- Physics forces/torque etc
@ -83,32 +84,23 @@ Todo:
- Implement Game States
- Store Materials in new format supported by parser
- Add model description file which has the same syntax supported by parser and modify old blender exporter to conform to new standards
- Fix bugs with sound sources not updating
- Add creating distributable build and uploading to itch.io account support to GENie under windows and linux.
- Remove hardcoded numerical values from sscanf and other format strings.
? Recalculated bounding boxes for rotated meshes
? Wrap malloc and free calls in custom functions to track usage
? File extension checking for asset loading
? Only allocate hashmap bucket when required
- Mapping actions to keybindings, for example map action "Jump" to Space key etc
? Add marking or queuing up custom meshes for debug render with particular transform and color for rendering bounding spheres for example
? Interleaved vbos for meshes and changes to blender exporter accordingly
- Enumerate and save all the uniform and attribute positions in shader when it is added and cache them in shader object?
? Better handling incase assets folder is not found