3D Game Engine
Who is using it?
3rd party libraries
Project generator
Contact: [email protected]
3D C++ Game Engine - yet another open source game engine
License: MIT License
3D Game Engine
Who is using it?
3rd party libraries
Project generator
Contact: [email protected]
Encapsulate gui font in a class
steps to reproduce:
for(int i = 0; i < 20; ++i)
{
m_file_system->openAsync("memory:disk", "gui/skin.atl", Lux::FS::Mode::READ | Lux::FS::Mode::OPEN, NULL, this);
}
Expected: OpenAsync should handle any reasonable number of files
Note: openAsync does not work when user_data == NULL
fix possible stack corruption in JsonSerializer, e.g. void JsonSerializer::serialize(const char* label, unsigned int value)
No undo / redo functionality is present
only one resource from the renderer at a time can be in the filesystem
RendererImpl::m_loading_res is part of the problem
Implement some gui system
Possible features:
an array of json tokens must be allocated in advance now
Implement an editor in c++ with multiplatform libraries such as SDL, to make porting to other platforms easier
features:
There is no point in them being divided
Implement EventManager in Engine, so plugin functions are not called directly
MemoryFile's capacity is 0 all the time when writing into memory
When the application is closed, while there is a thread waiting for a read operation from TCPStream there is no way to cancel the read operation
implement mouse cursor in gui and show different cursor when a dockable can be resized
It's confusing as it is now, TCPStream is just 1:1 wrapper for Socket, when Socket::create is not used as constructor
Consider changing the name, as TCPAcceptor has nothing to do with TCP
Script compilation errors are not visible anywhere
use it in the editor
after fs refactor is merged, rename MemoryStream to Block, MemoryStream sounds like something MemoryFile
Destroy plugins when engine is destroyed
Steps to reproduce:
vector version for PODs
blocks #64
need to know:
write a new renderer - horde3d is missing some inportant features (directional light, layers, ...)
change
typedef void (*ReadCallback)(IFile* file, bool success, void* user_data);
to
typedef Delegate<void (IFile*, bool)> ReadCallback
e.g. Mutex can be deleted using delete operator even though there is static destroy method for that
I have a project where I can't open any sockets or do anything with network, but at the moment TCPFileServer a TCPFileDevice are created when Engine is created.
Expected result:
there must be a way to create Engine object without using any TCP stuff
Note:
TCPFileServer leaks memory and should not be a part of Engine, it's a tool
Current renderer is just a proof of concept, optimize it (too many draw calls) and refactor
find and fix memory leaks
batch rendering into fewer drawcalls
steps to reproduce:
Notes: camera cannot be moved
sha, base64, ...
FileSystem::open, close can not be called, because FSTask can be processing something at any moment
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