hoffstadt / pilotlight Goto Github PK
View Code? Open in Web Editor NEWA lightweight game engine.
License: MIT License
A lightweight game engine.
License: MIT License
No response
Add Basic UDP Support
NA.
Operating system services
Ensure viewport minimization is handled properly. One pull request per platform.
Progress:
Comment which one you are working on so we don't work on the same one.
Finish the platform keyboard & mouse input. We've already added the platform dependent part. We just need to add the logic of how to handle to platform input so the application can query it.
No response
Add a simple STL file loader.
Other potential solutions
Graphics
Add a compile timer app and hook it up to the build system. One pull request per OS:
Progress:
No response
Add the initial pl_math.h features necessary for 3D operations.
NA
New
Apply the style guide to the repo. Keep this list up to date and do a pull request for each header/c pair or single header for the "stb" style headers.
Progress:
Add a more formal βdemoβ for early testing purposes.
No response
pdb files are not cleaned up!
Run build_win32.bat multiple times.
Windows
No response
No response
Ensure the font atlas can be efficiently rebuild during runtime.
No response
Add support for buffer suballocations in the Vulkan resource manager.
NA.
Graphics
No response
Add Vulkan support for MacOS using MoltenVK.
NA
New
No response
Add Vulkan support for MSAA.
NA
New
Make it easy to split the engine & app so the engine can be easy to use early on for quick demos.
No response
Add support for textures to the vulkan resource manager. Include mipmapping.
NA.
Graphics
Design and create good pull request templates.
No response
A simple combo box widget.
NA.
None
Review the current font system to ensure we handle things like fallback glyphs correctly (currently not handled).
No response
Add the ability to add shaders to the build process using pl_build.py.
NA
Build
No response
Add support for window scrolling and scroll regions.
NA
None
Ensure we can properly handle multiple monitors and multiple resolutions (and DPIs). One pull request per platform.
Progress:
Comment the ones you are working on so we don't work on the same one.
No response
NA
No response
No response
Add the initial UI module. The first iteration should include:
NA.
New
No response
Create the initial shader system for Vulkan.
NA.
Graphics
No response
A bug happened!
Steps to reproduce the behavior:
blah
Windows, MacOS
Vulkan
NA
Decide and design efficient issue templates.
No response
Add camera support for:
(hint: projection matrix needs to change)
NA
New
No response
A grid renderer similar to Blender's.
NA.
Graphics
No response
A string module should be added.
NA
New
No response
A simple build script to produce the build.sh and build.bat files. This will help with maintenance.
NA
No response
No response
pl_build should be added to pypi for use in other projects.
None. Would rather not copy the file around.
No response
Add a small custom testing system(not graphics testing for now). Mostly for ci testing with memory allocators, math, etc.
Create & document a labeling system for this repo.
No response
Add an image widget.
NA.
None
Add an additional font atlas system that users don't have to explicitly specify which font glyphs to load. The system should decide each frame what glyphs are needed and only add & rebuild as needed.
Issue #25 should be handled first.
In the drawing API, the current vertex data layout looks like this:
typedef struct plDrawVertex_t
{
float pos[2];
float uv[2];
float color[4];
} plDrawVertex;
We'd like to move from using 128 bits for color, to just 32 bits like so:
typedef struct plDrawVertex_t
{
float afPos[2];
float afUv[2];
uint32_t uColor;
} plDrawVertex;
No response
Add tab support to the UI library.
N.A.
None
No response
Add menus
Na.
None
No response
Use pre-filtered lines to achieve AA in the drawing API without the need for MSAA.
NA.
Drawing
Add clipping & scissoring to the drawing API. One pull request per OS.
Progress:
Review the mouse and keyboard platform input. Some of it was quickly put in. Make sure things are done properly.
No response
Add a 3D debug drawing API. This should be similar to the 2D drawing API with plans for supporting additional graphics backends.
Should include things like:
Building on top the 2d drawing API.
Drawing
No response
Add radio button and selectable widget widgets
N.A.
None
No response
Implement the first iteration of a basic first person camera for the Vulkan backend. Follow up improvements will include support for the metal, dx11, and dx12 backends.
NA.
New
No response
Currently, when performing hot reload on Linux we use lsof to look for a process with the same name to determine if we are current running. This is extremely slow. Find a faster method.
We currently do this:
# check if hot reloading
PL_HOT_RELOADING_STATUS=0
if lsof | grep -i -q pilot_light
then
PL_HOT_RELOADING_STATUS=1
...
Run gen_build.py
Linux
No response
No response
No response
Linux mouse wheel is not correct.
Steps to reproduce the behavior:
Linux
Vulkan
No response
We currently have the following draw commands:
As a first pass we still need to add:
Comment below which ones you are working on so we don't work on the same items.
No response
Add support for rendering offscreen in Vulkan.
NA.
Graphics
Add C++ support.
Progress:
No response
Add a texture atlas system for Vulkan.
NA.
Graphics
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