martinpalko / vanguardengine Goto Github PK
View Code? Open in Web Editor NEWA small (for now) game engine, created for fun and learning.
License: GNU General Public License v2.0
A small (for now) game engine, created for fun and learning.
License: GNU General Public License v2.0
Get editor up and running on linux
Transforms should handle both 2D and 3D rotations in the most efficient manner, but be interchangeable.
Specifically,
Update readme with information on how to compile (current readme is out of date)
Entity inspector for editing properties & component properties
Need a macro that will automatically throw an exception in debug builds (but be ignored on release) when placed in code that is called from another thread than the main application thread. Can then be used to mark non thread-safe functions, and bits of code.
Make a TODO macro that prints a message with #pragma message.
Need a system to handle game resources (images, audio, meshes, etc)
This is sort of the start of the start of the asset pipeline.
Currently, there's only a mechanism to create entities, and not to delete them. Components can also be added but not removed.
Need an event system that runs between frame updates. Primarily so jobs can interact with other systems without requiring mutexes everywhere.
Coverity build seems to be failing. Needs to be investigated.
Use python scripts on top of CMake to allow customized builds, and different build configurations
Implement custom crc32 so we can remove the Zlib dependency of Foundation.
Need actor bounding box, should be a culmination of all component bounding boxes (if they implement them)
Need a propert/parameter system. A property should hold a value of a specified type, but also include metadata about the type of property, default values, limits (min/max), etc.
The goal is to use properties to serialize & deserialize objects, as well as to enable interactive editing of objects within the editor. Logically, properties should function in about the same way the reflection system does in c#. This means it will likely be tightly tied to the type system.
Add the concept of scenes to worlds. Basically, a grouping of Entities in a world. Scenes can then be serialized, and reloaded.
Game Framework should be seperated into a module.
This includes the entity-component system.
Class browser for entities, allowing them to be placed in a world
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