Mercurial > games > semicongine
comparison README.md @ 663:af9ab61aa87e
add: documentation
| author | Sam <sam@basx.dev> |
|---|---|
| date | Mon, 08 May 2023 00:48:11 +0700 |
| parents | 8599b84f0563 |
| children | b5d9410a8184 |
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| 662:9848403320f0 | 663:af9ab61aa87e |
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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 |
