.. 2.42 TODO Add marking or queuing up custom meshes for debug render with particular transform and color for rendering bounding spheres for example
.. 2.42 DONE Fix mousewheel bugs and gui not responding to mousewheel input
.. 2.43 DONE Toggleable debug drawing for meshes
.. 2.43 TODO Ability to mark meshes for debug rendering with possibility of different color for each?
.. 2.44 TODO Interleaved vbos for meshes and changes to blender exporter accordingly
.. 2.44 TODO Switch to completely static allocation of entites i.e. have a static array of MAX_ENTITIES size. This way we can store pointers to entites and they'll still be in an array and fast to process.
.. 2.45 TODO Enumerate and save all the uniform and attribute positions in shader when it is added and cache them in shader object?
.. 2.45 DONE Setup cross compilation with mingw or stick to msvc?
.. 2.46 TODO Physics/Collision detection in 2d
.. 2.46 TODO Add marking or queuing up custom meshes for debug render with particular transform and color for rendering bounding spheres for example
.. 2.47 TODO Complete gui integration
.. 2.47 DONE Toggleable debug drawing for meshes
.. 2.48 TODO Allow passsing base path as commandline argument?
.. 2.48 TODO Interleaved vbos for meshes and changes to blender exporter accordingly
.. 2.49 DONE Add strings and booleans to variant types
.. 2.49 TODO Enumerate and save all the uniform and attribute positions in shader when it is added and cache them in shader object?
.. 2.50 DONE Fix Key release not being reported
.. 2.50 TODO Physics/Collision detection in 2d
.. 2.51 TODO Better handling incase assets folder is not found?
.. 2.51 TODO Complete gui integration
.. 2.52 DONE OpenAL not working in releasebuilds
.. 2.52 TODO Allow passsing base path as commandline argument?
.. 2.53 DONE 3d sound using OpenAL
.. 2.53 TODO Remove components and switch to "Fat Entities" i.e. one entity struct contains all combinations
.. 2.54 TODO Ogg format loading and playback
.. 2.54 TODO Use variants for material params
.. 2.55 TODO Sound streaming
.. 2.55 TODO Improve Material Parameters/Pipeline Uniforms/Instance Uniforms are handled
.. 2.57 TODO Ingame console and console commands etc
.. 2.57 DONE In second refactor pass, use entities everywhere, no need to pass in transform and model separately for example since they're both part of the same entity anyway
.. 2.58 TODO Allow binding/unbinding input maps to functions at runtime, for example if input map "Recompute" is triggered, it would call some function that can recompute bounding spheres.
.. 2.58 DONE Show SDL dialogbox if we cannot launch at all?
.. 2.59 TODO Better handling of wav format checking at load time
.. 2.59 DONE Writing back to config file
.. 2.60 TODO Array-based Hashmaps
.. 2.60 DONE Reading from config file
.. 2.61 TODO Sprite sheet animations
.. 2.61 DONE Variant -> String conversion procedure. Use in editor for debug var slots
.. 2.62 TODO Replace orgfile with simple text readme and reduce duplication?
.. 2.62 DONE Add strings and booleans to variant types
.. 2.63 TODO Ray picking
.. 2.63 DONE Fix Key release not being reported
.. 2.64 TODO Shadow maps
.. 2.64 TODO Better handling incase assets folder is not found?
.. 2.65 TODO Log output to file on every run
.. 2.65 TODO Write entity to/from file
.. 2.66 TODO Print processor stats and machine capabilites RAM etc on every run to log.
.. 2.66 DONE OpenAL not working in releasebuilds
.. 2.67 TODO Milestone: Pong!
.. 2.67 DONE 3d sound using OpenAL
.. 2.68 TODO Do input maps really need to be queried by their string names?
.. 2.68 TODO Ogg format loading and playback
.. 2.69 TODO Reloading shaders?
.. 2.69 TODO Stick with OpenAL or switch to SoLoud + SDL for sound?
.. 2.70 TODO Separate Debug/Editor camera from the active camera in the scene that can be switched to at any time
.. 2.72 TODO Ingame console and console commands etc
.. 2.73 DONE Resizable framebuffers and textures
.. 2.73 TODO Allow binding/unbinding input maps to functions at runtime, for example if input map "Recompute" is triggered, it would call some function that can recompute bounding spheres.
.. 2.74 DONE Support for multiple color attachments in framebuffers?
.. 2.74 TODO Better handling of wav format checking at load time
.. 2.75 TODO Multisampled textures and framebuffers
.. 2.75 DONE Fix frustum culling bugs
.. 2.76 DONE Better way to store and manage textures attached to framebuffers
.. 2.76 DONE Array-based Hashmaps
.. 2.77 TODO Validate necessary assets at game launch
.. 2.77 TODO Sprite sheet animations
.. 2.78 TODO Gamma correctness
.. 2.78 DONE Fix bugs with heirarchical transformations
.. 2.79 DONE Variant type
.. 2.79 TODO Replace orgfile with simple text readme and reduce duplication?
.. 2.80 TODO Log and debug/stats output in gui
.. 2.80 TODO Ray picking
.. 2.81 TODO Editor
.. 2.81 DONE Remove reduntant "settings" structures and move all configuration stuff to config variables
.. 2.82 TODO Event Subsystem
.. 2.82 TODO Shadow maps
.. 2.83 TODO Keybindings for gui?
.. 2.83 DONE Log output to file on every run
.. 2.84 TODO Textual/Binary format for data serialization and persistance
.. 2.84 TODO Print processor stats and machine capabilites RAM etc on every run to log.
.. 2.85 TODO Better logging
.. 2.85 TODO Milestone: Pong!
.. 2.86 TODO Hatching/Ink rendering style
.. 2.86 TODO Do input maps really need to be queried by their string names?
.. 2.87 DONE Fix frustum culling sometimes not working
.. 2.87 TODO Reloading all the things! (textures/shaders/models/settings/entities etc)
.. 2.88 DONE Compile and test on windows
.. 2.88 TODO Separate Debug/Editor camera from the active camera in the scene that can be switched to at any time
.. 2.89 TODO Array based string type comptible with cstring(char*)
.. 2.89 TODO Make logging to file and console toggleable at complie-time or run-time
.. 2.90 DONE Fix mouse bugs
.. 2.90 DONE Add option to specify where to read/write files from instead of being hard-coded assets dir
.. 2.91 DONE Fix
.. 2.91 TODO Add default keybindings
.. 2.92 DONE issues with opengl context showing 2.1 only
.. 2.92 TODO Write default config/keybindings etc to file if none are found in preferences dir
.. 2.93 TODO Improve this readme
.. 2.93 DONE Fix input map bugs
.. 2.94 TODO ???
.. 2.94 TODO Wrap malloc and free calls in custom functions to track usage
.. 2.95 TODO Profit!
.. 2.95 TODO Flatpak packaging for linux releases
.. 2.96 TODO Use hashmap for debugvar slots in editor
.. 2.97 TODO Use hashmap to store input maps
.. 2.98 DONE Live data views in editor
.. 2.99 DONE Camera resize on window reisze
.. 2.100 DONE Resizable framebuffers and textures
.. 2.101 DONE Support for multiple color attachments in framebuffers?
.. 2.102 TODO Multisampled textures and framebuffers
.. 2.103 DONE Better way to store and manage textures attached to framebuffers
.. 2.104 TODO Validate necessary assets at game launch
.. 2.105 TODO Gamma correctness
.. 2.106 DONE Variant type
.. 2.107 TODO Log and debug/stats output in gui
.. 2.108 TODO Editor automatic window layout adjusting to the current window resolution
.. 2.109 DONE Editor
.. 2.110 TODO Event Subsystem
.. 2.111 TODO Keybindings for gui?
.. 2.112 TODO Textual/Binary format for data serialization and persistance
.. 2.113 TODO Better logging
.. 2.114 TODO Hatching/Ink rendering style
.. 2.115 DONE Fix frustum culling sometimes not working
.. 2.116 DONE Compile and test on windows
.. 2.117 TODO Array based string type comptible with cstring(char*)
.. 2.118 TODO Separate game, engine and assets into different repositories. Combine as sub-repositories
.. 2.119 DONE Fix mouse bugs
.. 2.120 DONE Fix
.. 2.121 DONE issues with opengl context showing 2.1 only
.. 2.122 TODO Improve this readme
.. 2.123 TODO ???
.. 2.124 TODO Profit!
1 Project Symmetry
1 Project Symmetry
@ -137,30 +169,88 @@ _________________
1.3.1 Entity
1.3.1 Entity
------------
------------
// Comment, Sample entity definition in file, paremeters left out are
2.41 TODO Setup cross compilation with mingw or stick to msvc?
2.44 TODO Switch to completely static allocation of entites i.e. have a static array of MAX_ENTITIES size. This way we can store pointers to entites and they'll still be in an array and fast to process.
2.57 DONE In second refactor pass, use entities everywhere, no need to pass in transform and model separately for example since they're both part of the same entity anyway
2.58 TODO Allow binding/unbinding input maps to functions at runtime, for example if input map "Recompute" is triggered, it would call some function that can recompute bounding spheres.
2.73 TODO Allow binding/unbinding input maps to functions at runtime, for example if input map "Recompute" is triggered, it would call some function that can recompute bounding spheres.
** DONE Fix mousewheel bugs and gui not responding to mousewheel input
** DONE Fix mousewheel bugs and gui not responding to mousewheel input
- State "DONE" from "TODO" [2017-03-19 Sun 01:31]
- State "DONE" from "TODO" [2017-03-19 Sun 01:31]
** TODO Ability to mark meshes for debug rendering with possibility of different color for each?
** TODO Ability to mark meshes for debug rendering with possibility of different color for each?
** TODO Switch to completely static allocation of entites i.e. have a static array of MAX_ENTITIES size. This way we can store pointers to entites and they'll still be in an array and fast to process.
** DONE Setup cross compilation with mingw or stick to msvc?
** DONE Setup cross compilation with mingw or stick to msvc?