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