Mercurial > games > semicongine
comparison README.md @ 202:9bb3fdbecc52
add: documentation
author | Sam <sam@basx.dev> |
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date | Mon, 08 May 2023 00:48:11 +0700 |
parents | e4ba91da416b |
children | b5d9410a8184 |
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201:ab626e67a1ee | 202:9bb3fdbecc52 |
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30 - [x] Per-instance vertex attributes (required to be able to draw scene graph) | 30 - [x] Per-instance vertex attributes (required to be able to draw scene graph) |
31 - [x] Fixed framerate | 31 - [x] Fixed framerate |
32 - [x] Instanced drawing (currently can use instance attributes, but we only support a single instance per draw call) | 32 - [x] Instanced drawing (currently can use instance attributes, but we only support a single instance per draw call) |
33 - [x] Textures | 33 - [x] Textures |
34 - [ ] Multisampling | 34 - [ ] Multisampling |
35 - [ ] Materials (vertices with material indices) | |
35 - [ ] Viewport scaling (e.g. framebuffer resolution != window resolution | 36 - [ ] Viewport scaling (e.g. framebuffer resolution != window resolution |
36 - [ ] Allow different shaders (ie pipelines) for different meshes | 37 - [ ] Allow different shaders (ie pipelines) for different meshes |
37 | 38 |
38 Required for 3D rendering: | 39 Required for 3D rendering: |
39 | 40 |
103 - Telemetry: telemetry.nim (wip) | 104 - Telemetry: telemetry.nim (wip) |
104 - Resources/mods: resources.nim (wip) | 105 - Resources/mods: resources.nim (wip) |
105 | 106 |
106 Got you: Everything is wip, but (wip) here means work has not started yet. | 107 Got you: Everything is wip, but (wip) here means work has not started yet. |
107 | 108 |
109 Handling of assets | |
110 ------------------ | |
111 | |
112 A short description how I want to handle assets. | |
113 | |
114 Support for file formats (super limited, no external dependencies, uses quite a bit of space, hoping for zip): | |
115 | |
116 - Images: BMP | |
117 - Audio: AU | |
118 - Mesh: OBJ + MTL | |
119 | |
120 In-memory layout of assets (everything needs to be converted to those while loading): | |
121 | |
122 - Images: 4 channel with each uint8 = 32 bit RGBA, little endian (R is low bits, A is high bits) | |
123 - Audio: 2 Channel 16 bit signed little endian, 44100Hz | |
124 - Meshes: non-interleaved, lists of values for each vertex, one list per attribute | |
125 | |
108 Configuration | 126 Configuration |
109 ------------- | 127 ------------- |
110 | 128 |
111 Or: How to organize s**t that is not code | 129 Or: How to organize s**t that is not code |
112 | 130 |