comparison README.md @ 684:3e81b82852b2

did: update progress
author Sam <sam@basx.dev>
date Mon, 15 May 2023 00:36:25 +0700
parents 9767dec81193
children 408d68fbcbee
comparison
equal deleted inserted replaced
683:2ca938595aea 684:3e81b82852b2
46 - [x] Resource loading 46 - [x] Resource loading
47 - [x] Mod/resource-pack concept 47 - [x] Mod/resource-pack concept
48 - [x] Load from directory 48 - [x] Load from directory
49 - [x] Load from zip 49 - [x] Load from zip
50 - [x] Load from exe-embeded 50 - [x] Load from exe-embeded
51 - [ ] Mesh/material files (glTF) 51 - [x] Mesh/material files (glTF)
52 - [x] Image files (BMP RGBA) 52 - [x] Image files (BMP RGBA)
53 - [x] Audio files (AU) 53 - [x] Audio files (AU)
54 - [ ] API to transform/recalculate mesh data
54 55
55 Other (required for alpha release): 56 Other (required for alpha release):
56 - [x] Config files ala \*.ini files (use std/parsecfg) 57 - [x] Config files ala \*.ini files (use std/parsecfg)
57 - [x] Mouse/Keyboard input handling 58 - [x] Mouse/Keyboard input handling
58 - [x] X11 59 - [x] X11
103 - Scene graph: entity.nim 104 - Scene graph: entity.nim
104 - Audio: audio.nim audiotypes.nim 105 - Audio: audio.nim audiotypes.nim
105 - Input: events.nim 106 - Input: events.nim
106 - Settings: settings.nim 107 - Settings: settings.nim
107 - Meshes: mesh.nim 108 - Meshes: mesh.nim
108 - Math: math/* 109 - Math: math/\*
109 - Telemetry: telemetry.nim (wip) 110 - Telemetry: telemetry.nim (wip)
110 - Resources/mods: resources.nim (wip) 111 - Resources (loading, mods): resources.nim
111 112
112 Got you: Everything is wip, but (wip) here means work has not started yet. 113 Got you: Everything is wip, but (wip) here means work has not started yet.
113 114
114 Handling of assets 115 Handling of assets
115 ------------------ 116 ------------------
118 119
119 Support for file formats (super limited, no external dependencies, uses quite a bit of space, hoping for zip): 120 Support for file formats (super limited, no external dependencies, uses quite a bit of space, hoping for zip):
120 121
121 - Images: BMP 122 - Images: BMP
122 - Audio: AU 123 - Audio: AU
123 - Mesh: OBJ + MTL 124 - Mesh: glTF (\*.gld)
124 125
125 In-memory layout of assets (everything needs to be converted to those while loading): 126 In-memory layout of assets (everything needs to be converted to those while loading):
126 127
127 - Images: 4 channel with each uint8 = 32 bit RGBA, little endian (R is low bits, A is high bits) 128 - Images: 4 channel with each uint8 = 32 bit RGBA, little endian (R is low bits, A is high bits)
128 - Audio: 2 Channel 16 bit signed little endian, 44100Hz 129 - Audio: 2 Channel 16 bit signed little endian, 44100Hz
129 - Meshes: non-interleaved, lists of values for each vertex, one list per attribute 130 - Meshes: non-interleaved, lists of values for each vertex, one list per attribute
130 131
131 Configuration 132 Configuration
132 ------------- 133 -------------
133 134
134 Or: How to organize s**t that is not code 135 Or: How to organize s\*\*t that is not code
135 136
136 Not sure why, but this feels super important to get done right. The engine is 137 Not sure why, but this feels super important to get done right. The engine is
137 being designed with a library-mindset, not a framework mindset. And with that, 138 being designed with a library-mindset, not a framework mindset. And with that,
138 ensuring the configuration of the build, runtime and settings in general 139 ensuring the configuration of the build, runtime and settings in general
139 becomes a bit less straight-forward. 140 becomes a bit less straight-forward.