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Home Page: https://kostu96.github.io/just-game-engine/
License: MIT License
Game engine - educational/hobby project
Home Page: https://kostu96.github.io/just-game-engine/
License: MIT License
Currently, if compiled shaders are cached even if source code changes cached binaries are still used and the developer has to delete them to force recompilation.
Add checksum/hash system to detect that shader source was changed.
This needs perf testing to check if it's worth doing.
Static linking is not needed because this is a dev-only dependency and JNG requires VulkanSDK to be installed anyway.
Currently, 2D geometry is rendered using 3D and depth buffer which causes z-fighting.
Because geometry is batched rendering back to front by submit order can't be implemented.
A possible solution is to implement render layers.
When opening different projects previously loaded scene stays.
Cache shaders after compilation.
Log when shaders are read from cache and when they're recompiled.
When clicking on a widget that has the part where the mouse was clicked on top of the viewport window currently selected entity is lost.
The solution is to block mouse picking from the viewport when hovering over any widgets.
For now ImGui is hacked in and uses glfw/opengl backends.
Goal is to write ImGui backend that will use engine API.
This will enable ImGui to work on every platform with every rendering API supported and support multi-viewports feature of docking branch.
Until framebuffers are not incorporated better into the engine this can be pushed onto a client.
Create context with core profile only using WGL_ARB_create_context extenion.
This issue is for manual monitoring of sample projects. This is a temporary solution until automated regression testing is implemented.
hello_triangle:
hello_cube:
hello_framebuffer:
hello_imgui:
The bug probably lies somewhere in the scene copying code.
This becomes really problematic when rendering to the framebuffer and displaying in ImGui::Image
Explore CMake package creation with CPack, install targets, etc.
DXGI_SWAP_EFFECT_FLIP_DISCARD
https://devblogs.microsoft.com/directx/dxgi-flip-model/
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