mirsario / dissonanceengine Goto Github PK
View Code? Open in Web Editor NEWA Work-In-Progress ECS-based cross-platform game engine, written in pure C#.
License: MIT License
A Work-In-Progress ECS-based cross-platform game engine, written in pure C#.
License: MIT License
Hi!
I found a little bit of a problem. When i launch app with no audio output present, i get this exception:
System.Exception
HResult=0x80131500
Message = AudioError: InvalidOperation
Source = DissonanceEngine
Stack trace:
at Dissonance.Engine.Audio.AudioEngine.CheckALErrors() in F:\Gaming\AbyssCrusaders\References\ImmersionFramework\Engine\Src\Audio\AudioEngine.cs:line 45
at Dissonance.Engine.Audio.AudioEngine.Init() in F:\Gaming\AbyssCrusaders\References\ImmersionFramework\Engine\Src\Audio\AudioEngine.cs:line 28
at Dissonance.Engine.Game.Init() in F:\Gaming\AbyssCrusaders\References\ImmersionFramework\Engine\Src\Core\Game.cs:line 180
at Dissonance.Engine.Game.Run(GameFlags flags, String[] args) in F:\Gaming\AbyssCrusaders\References\ImmersionFramework\Engine\Src\Core\Game.cs:line 101
at AbyssCrusaders.Program.RunGame[T](GameFlags flags, String[] args) in F:\Gaming\AbyssCrusaders\Assets\Program.cs:line 22
at AbyssCrusaders.Program.Main(String[] args) in F:\Gaming\AbyssCrusaders\Assets\Program.cs:line 14
Also, another small problem arises when audio output is detached with no alternatives and connected again. I get this into console(no exceptions arises), and no sound afterwards:
AL lib: (EE) Failed to get padding: 0x88890004
also, my favorite class is the spy.
Tracking issue for the state of glTF support. Pretty bare-bones so far.
KHR_lights_punctual
extension)KHR_materials_pbrSpecularGlosiness
extensionAn exception is thrown here. When resizing the window to be as small as possible, vec.y equals 0, and this throws.
The engine should disallow resizing the window to a height of 0.
The current (barely existing) GUI implementation is just leftovers from the old Unity-like Entity-Component design, in which every (programmable) component could override an OnGUI method, to then use static immediate GUI rendering methods in there. This is, of course, quite horrible. All the code for that should be removed, and replaced with an ECS-friendly design, in which all GUI will work with the help of specialized components.
There are quite many unsatisfactory points about continued use of OpenGL, especially for a cross-platform engine:
The CopyAssets
target from DissonanceEngine.targets doesn't run unless a build occurs, and I haven't found a way to make changes to files from the Assets
ItemGroup trigger a rebuild, besides making them embedded, but that is completely unacceptable.
Tracking issue for all things related to asset management.
Assets
.The current Message-Entity-Component-System game logic environment is a bit unfinished and experimental. This is a tracking issue for things left to do with it.
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