Mercurial > games > semicongine
comparison README.md @ 223:4c0a4b6902ff
did: update progress
author | Sam <sam@basx.dev> |
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date | Mon, 15 May 2023 00:36:25 +0700 |
parents | 2a2367d289dd |
children | 408d68fbcbee |
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222:ddfc54036e00 | 223:4c0a4b6902ff |
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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. |