.. 2.57 TODO Ingame console and console commands etc
.. 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.
.. 2.59 TODO Better handling of wav format checking at load time
.. 2.60 TODO Array-based Hashmaps
.. 2.61 TODO Sprite sheet animations
.. 2.62 TODO Replace orgfile with simple text readme and reduce duplication?
.. 2.63 TODO Ray picking
.. 2.64 TODO Shadow maps
.. 2.65 TODO Log output to file on every run
.. 2.66 TODO Print processor stats and machine capabilites RAM etc on every run to log.
.. 2.67 TODO Milestone: Pong!
.. 2.68 TODO Do input maps really need to be queried by their string names?
.. 2.69 TODO Reloading shaders?
.. 2.70 TODO Separate Debug/Editor camera from the active camera in the scene that can be switched to at any time
.. 2.71 DONE Live data views in editor
.. 2.72 DONE Camera resize on window reisze
.. 2.73 DONE Resizable framebuffers and textures
.. 2.74 DONE Support for multiple color attachments in framebuffers?
.. 2.75 TODO Multisampled textures and framebuffers
.. 2.76 DONE Better way to store and manage textures attached to framebuffers
.. 2.77 TODO Validate necessary assets at game launch
.. 2.78 TODO Gamma correctness
.. 2.79 DONE Variant type
.. 2.80 TODO Log and debug/stats output in gui
.. 2.81 TODO Editor
.. 2.82 TODO Event Subsystem
.. 2.83 TODO Keybindings for gui?
.. 2.84 TODO Textual/Binary format for data serialization and persistance
.. 2.85 TODO Better logging
.. 2.86 TODO Hatching/Ink rendering style
.. 2.87 DONE Fix frustum culling sometimes not working
.. 2.88 DONE Compile and test on windows
.. 2.89 TODO Array based string type comptible with cstring(char*)
.. 2.90 DONE Fix mouse bugs
.. 2.91 DONE Fix
.. 2.92 DONE issues with opengl context showing 2.1 only
.. 2.93 TODO Improve this readme
.. 2.94 TODO ???
.. 2.95 TODO Profit!
.. 2.23 DONE Fix input lag and other framerate related issues
.. 2.24 TODO File extension checking for asset loading
.. 2.25 DONE Materials
.. 2.26 DONE Mesh/Model
.. 2.27 DONE Add modifiers to input maps to enable combinations for example, c-x, m-k etc
.. 2.28 TODO Only allocate hashmap bucket when required
.. 2.29 TODO Mapping actions to keybindings, for example map action "Jump" to Space key etc
.. 2.42 DONE Fix mousewheel bugs and gui not responding to mousewheel input
.. 2.43 TODO Ability to mark meshes for debug rendering with possibility of different color for each?
.. 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 DONE Setup cross compilation with mingw or stick to msvc?
.. 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 DONE Toggleable debug drawing for meshes
.. 2.48 TODO Interleaved vbos for meshes and changes to blender exporter accordingly
.. 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 TODO Physics/Collision detection in 2d
.. 2.51 TODO Complete gui integration
.. 2.52 TODO Allow passsing base path as commandline argument?
.. 2.53 TODO Remove components and switch to "Fat Entities" i.e. one entity struct contains all combinations
.. 2.54 TODO Use variants for material params
.. 2.55 TODO Improve Material Parameters/Pipeline Uniforms/Instance Uniforms are handled
.. 2.56 TODO Fix light rotation/direction bugs
.. 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 DONE Show SDL dialogbox if we cannot launch at all?
.. 2.59 DONE Writing back to config file
.. 2.60 DONE Reading from config file
.. 2.61 DONE Variant -> String conversion procedure. Use in editor for debug var slots
.. 2.62 DONE Add strings and booleans to variant types
.. 2.63 DONE Fix Key release not being reported
.. 2.64 TODO Better handling incase assets folder is not found?
.. 2.65 TODO Write entity to/from file
.. 2.66 DONE OpenAL not working in releasebuilds
.. 2.67 DONE 3d sound using OpenAL
.. 2.68 TODO Ogg format loading and playback
.. 2.69 TODO Stick with OpenAL or switch to SoLoud + SDL for sound?
.. 2.72 TODO Ingame console and console commands etc
.. 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 TODO Better handling of wav format checking at load time
.. 2.75 DONE Fix frustum culling bugs
.. 2.76 DONE Array-based Hashmaps
.. 2.77 TODO Sprite sheet animations
.. 2.78 DONE Fix bugs with heirarchical transformations
.. 2.79 TODO Replace orgfile with simple text readme and reduce duplication?
.. 2.80 TODO Ray picking
.. 2.81 DONE Remove reduntant "settings" structures and move all configuration stuff to config variables
.. 2.82 TODO Shadow maps
.. 2.83 DONE Log output to file on every run
.. 2.84 TODO Print processor stats and machine capabilites RAM etc on every run to log.
.. 2.85 TODO Milestone: Pong!
.. 2.86 TODO Do input maps really need to be queried by their string names?
.. 2.87 TODO Reloading all the things! (textures/shaders/models/settings/entities etc)
.. 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 Make logging to file and console toggleable at complie-time or run-time
.. 2.90 DONE Add option to specify where to read/write files from instead of being hard-coded assets dir
.. 2.91 TODO Add default keybindings
.. 2.92 TODO Write default config/keybindings etc to file if none are found in preferences dir
.. 2.93 DONE Fix input map bugs
.. 2.94 TODO Wrap malloc and free calls in custom functions to track usage
.. 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
@ -137,30 +169,88 @@ _________________
1.3.1 Entity
------------
// Comment, Sample entity definition in file, paremeters left out are
set to defaults // Empty line at the end specifies end of entity
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
- 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 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?