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pge's Issues

Mouse input is fucked

Assuming a regular first person camera, resetting the mouse pos to be in the center seems to truncate accumulated sub-pixel movement which can lead to very nasty view slowdown behavior when no input is consumed, especially prevelant when there's a high polling rate (as is the case with high FPS in naive timing methods).

Worth investigating: SDL_SetRelativeMouseMode

Documentation

  • Color
  • Exception
  • File
  • Graphics
  • Info
  • Init
  • Input
  • Math
  • ResourceManagement
  • String
  • StructuredData
  • SusEvents
  • Types

General improvements:

  • Find some way to group everything by folder
  • Find some way to generate actually readable links

Enable dynamic linking support

This will allow PGE to be used with other languages.

In order to accomplish this all library methods returning raw pointers that transfer ownership to the client will either need to be wrapped, or the library is to expose a deletion function.

DXT compression support

Pretty neat thing we added to Barotrauma, it allows for fairly high res textures to be stored in 1/4th or 1/8th the amount of memory, which will be important if we intend to support relatively old systems.

Finish up Vulkan support

General:

  • More error checking
  • Use a single queue?
  • Potentially reduce ResourceManager usage where appropriate

Features:

  • Opacity
  • Uniforms as shader constants

sdl2_sound accessor

sdl2_audio must be done in pge to avoid exposing sdl2 to the SCPCB project.

Ubershaders

Make shaders look like this:

#define DIFFUSE
#define NORMAL
#define DISPLACEMENT
#include "Shader.uber"

Add Xcode project.

  • Re-create the main Xcode project for the hundredth time.
  • Port over existing Xcode projects for libraries.
    • SDL
    • glew
    • Freeimage
      • libPNG
      • Create libJPEG project.
      • zlib

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