C/++ game library
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License: MIT License
C/++ OpenGL game library
License: MIT License
The mesh collision detection with Bullet 2 is terribly slow with the vertex data not indexed.
This isn't important at first but needs to be implemented. Simple colored shapes will do for now.
GLchar isn't supported in OpenGL ES.
Will make every processor supported.
When loading shaders from files and changing them, they would get automatically swapped on the GPU. The Win32 file watch api can be used to check. This would only apply during debugging.
...and define variables to compile with for example SSE1, -2, -3 or -4.
Make multiple enemies and particles possible.
Not too urgent.
Unions are used in vmath.h to ease the use of the library. However they are only available for the naïve C implementation. This makes SSE-optimisation impossible. Remove them.
Since some GPUs doesn't support S3 texture compression.
Implement texture streaming as in this tutorial: http://www.java-gaming.org/topics/tutorial-stutter-free-texture-streaming-with-lwjgl/32571/view.html.
Implement
Some form of GUI that is scalable across dimensions and easily extended.
Additionally it would be nice to fetch precompiled binaries and use their container based infrastructure.
A networking library for the multiplayer aspect of games. Both TCP/UDP. In C.
Use a BSD sockets interface.
Right now, if you have two peers the first call to net_dispose will deinitialize it before the second call.
This is needed for when writing the future GUI code.
Loading DDS files is generally faster than loading PNG files, so this should lower load times.
Now it's more like... flying.
Comment the API code.
Redo the renderer to be a deferred one.
Every graphics api has a an OBJ loader, right?
This is for memcpy.
Either fixed or variable time step.
Assimp is slow (but effective). Save memory dumps to a file and load them in production code.
Create a model loader that uses Assimp and exports to a custom format that gets loaded upon launching the game. Will decrease start-up time.
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