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License: MIT License
C++ 3D Engine
License: MIT License
Fix crash when killing a script component that has a registered event.
Replace current physics engine with Bullet physics (or better).
Implement shadow mapping. Preferably real time solution.
Minimum requirement is 10fps in an empty scene with a plant casting shadows on a plane.
Entities should be selected by clicking on the with the mouse.
Implement heightmap terrain, and perhaps tools to edit this.
For profiling tools.
Entities should be able to be translated/scaled/rotated using a set of widgets: Arrows for translation, knobs for scale, circles for rotation.
Right now, the doxygen files are kept in the top-level directory. These should be moved down to the subdirectories of each library. Additionally, use copydoc to avoid having duplicate doxygen comments for virtual methods.
AppVeyor build is currently failing due to problem with OpenAL Soft and CMake 11.0. Maybe updating OpenAL Soft will help.
Prebake shadows into textures for static objects and lights.
Show editable path to the current directory.
Differentiate between directories and files.
Store model matrices and bucketize updates.
Create a vulkan renderer.
Add circles to debug drawing facilities.
GLEW loads just about everything, even tons of extensions we don't use. glad seems like a better alternative as it allows us to load only the functionality we need.
There should be grid lines in the editor, for reference.
Enable the creation of skyboxes.
Perhaps as a part of the camera.
Stream assets, i.e level of detail, load meshes and textures when needed.
Instead of using pointers we should find a solution that allows for contiguous storage of entities and components.
Expose material component to scripts.
Go from using our own implementation to using std::filesystem. It should simplify things a bit and make code more portable.
Implement networking backend and component.
Identify parts of the engine that can be parallelificated and parallelify them.
Expose animation component to scripts.
Renaming resources will not move the resource file, meaning it won't be found when used. Additionally, there is no check to see if there are name collisions.
Cache scripting stuff in order to increase performance.
The current particle system is really bad. Delta time is hardcoded, it's unintuitive to use, doesn't allow sorting and in general is not powerful or useful. The best solution is probably to rewrite it from scratch.
Do some research and see which is better.
Expose mesh component to scripts.
Having Android support would be really neat. However, there are currently many parts of the engine that are desktop specific.
glm::transpose and glm::inverse
Ability to remove components by way of script.
Expose ParticleEmitter to scripts.
Implement cube maps for reflections
Implement SSAO.
Reflections in screen space.
Replace current phong shading with PBR.
Implement custom memory allocation.
Ability to compile without profiling in order to increase performance.
Used for displaying 2D textures in a more intuitive manner than "faking" it with a 3D rect. Useful for eg. GUI (or 2D games).
Settings that can be set on a per game basis and editable in the editor.
Add sphere to debug facilities.
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