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View Code? Open in Web Editor NEW3D C++ Game Engine - yet another open source game engine
License: MIT License
3D C++ Game Engine - yet another open source game engine
License: MIT License
Script compilation errors are not visible anywhere
Current renderer is just a proof of concept, optimize it (too many draw calls) and refactor
vector version for PODs
It's confusing as it is now, TCPStream is just 1:1 wrapper for Socket, when Socket::create is not used as constructor
Consider changing the name, as TCPAcceptor has nothing to do with TCP
Implement some gui system
Possible features:
MemoryFile's capacity is 0 all the time when writing into memory
Destroy plugins when engine is destroyed
I have a project where I can't open any sockets or do anything with network, but at the moment TCPFileServer a TCPFileDevice are created when Engine is created.
Expected result:
there must be a way to create Engine object without using any TCP stuff
Note:
TCPFileServer leaks memory and should not be a part of Engine, it's a tool
an array of json tokens must be allocated in advance now
Implement an editor in c++ with multiplatform libraries such as SDL, to make porting to other platforms easier
features:
blocks #64
need to know:
batch rendering into fewer drawcalls
sha, base64, ...
after fs refactor is merged, rename MemoryStream to Block, MemoryStream sounds like something MemoryFile
Steps to reproduce:
change
typedef void (*ReadCallback)(IFile* file, bool success, void* user_data);
to
typedef Delegate<void (IFile*, bool)> ReadCallback
steps to reproduce:
Notes: camera cannot be moved
implement mouse cursor in gui and show different cursor when a dockable can be resized
steps to reproduce:
for(int i = 0; i < 20; ++i)
{
m_file_system->openAsync("memory:disk", "gui/skin.atl", Lux::FS::Mode::READ | Lux::FS::Mode::OPEN, NULL, this);
}
Expected: OpenAsync should handle any reasonable number of files
Note: openAsync does not work when user_data == NULL
find and fix memory leaks
FileSystem::open, close can not be called, because FSTask can be processing something at any moment
There is no point in them being divided
When the application is closed, while there is a thread waiting for a read operation from TCPStream there is no way to cancel the read operation
use it in the editor
write a new renderer - horde3d is missing some inportant features (directional light, layers, ...)
No undo / redo functionality is present
fix possible stack corruption in JsonSerializer, e.g. void JsonSerializer::serialize(const char* label, unsigned int value)
e.g. Mutex can be deleted using delete operator even though there is static destroy method for that
only one resource from the renderer at a time can be in the filesystem
RendererImpl::m_loading_res is part of the problem
Implement EventManager in Engine, so plugin functions are not called directly
Encapsulate gui font in a class
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