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View Code? Open in Web Editor NEWTidyEngine is my exam work for school
License: MIT License
TidyEngine is my exam work for school
License: MIT License
If you call glfwSwapBuffers when using Linux it segfaults. Tested on Arch-Linux with kernel 4.3.6 with ck patches and GCC 5.3.0-4.
Right now each character is it's own texture. This is really ineffective because you need to make a lot of texture switches when rendering which is ineffective. Instead we should draw all of our characters on a large texture and use texture coordinates to pick the right characters for rendering.
glew development is slow and it has quite a few bugs. Overall the GLAD library is just better.
Right now only 2D is supported but I want 3D to be possible too. The first steps to adding basic 3D support should not actually be that hard. The first step is just creating a camera that has a perspective view and then creating a mesh class or something similiar to generate a bit of 3D geometry. All entities already support 3D positioning.
Just noticed this now, though I think I know why that is. Somewhere in the sprite logic i reverse the texture coordinates. But I think somehow it reverses twice.
This is caused by the smart pointers and the get calls.
Create a 3D skybox using cubemaps.
When you enter the frame coordinates for a sprite it starts counting from the bottom left. This behaviour should instead be that it starts counting from top right.
In theory this engine should be compatible with Mac. But I have no access to Mac hardware right now so can't work on it.
Draw primitive coordinate system using glsl
The rendering is actually quite ineffective right now. http://voidptr.io/blog/2016/04/28/ldEngine-Part-1.html is a good start for optimizing the rendering.
This is due to how the shader is setup and that it requires a texture. Work on this has started a bit.
The segfaults started happening after commit eeab7c7. It probably has something to do with the new Box2D support. Only tested on Linux, no support for this commit is avalible on Windows.
This is due to the changed logic that issue #19 caused.
If you go inside libTidyEngine folder it is just a big mess. Needs some kind of organising.
https://github.com/Dav1dde/glad/blob/master/README.md has the solution.
How should this be done, should they access it through the entity manager or something else?
Rendering is not working right now. I don't really know why right now but it is not displaying anything right now.
Make it instead a fixed time!
The Texture class is the low level bitmap handling part of the engine so the sprite should just use that instead of having to go through a spritesheet. The spritesheet just makes the engine more complex to use for no added benefit.
They look ugly because some of the printf calls don't have any line breaks and can repeat an error several times which is also kinda dumb.
Just noticed that I accidently mixed up tabs and spaces in a few places. Should clean this up so it looks nice everywhere. If anyone is wondering about what indentation i use: tabs for indentation, spaces for lining up.
There is some documentation for the engine but most of it is totally useless. Really need to start documenting the engine. The first step is to update the readme file.
Can't create an texture RID with the current resource manager because the resource manager only returns constants while the RID texture is not a constant.
This engine will now take more inspiration from https://github.com/phiste/kengine.
When passing strings as arguments every string should be an const std::string & for consistencies sake.
Something is wrong with the element order, the model is very messed up.
When loading a font the y character does not load correctly and is just an empty bitmap. Needs more testing though before one could draw any conclusions.
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