Haeri
Haeri
I have discovered, that when adding a border to the textArea with an offset to the top and also activating the line-wrap, it causes the text to be misaligned by...
The current ECS implementation stores the different components inside the Entity. This can be improved by storing the components according to their type into a vector inside their respective system....
In 99% of the cases the index buffer consists of liear incrementing values. If we instead change it to a deltas, the sequence will mostly consist of 1s, which will...
If the game code compiles to a shared library, it can be hot-reloaded without having to shut down the running engine-process.
The current SSR solution is not optimal. The stochastic approach should yield better looking results. https://www.ea.com/frostbite/news/stochastic-screen-space-reflections
Although Deferred Rendering performes better than Forward rendering, since shading is deferred to the end of the pipeline, when all valid fragments are determined, it still can be expensive to...
A benchmarking system, that will measure every sub-system will help detect problem areas. Something like this https://www.youtube.com/watch?v=xlAH4dbMVnU
This should be a lot faster than the random sampling in 3d space. http://frederikaalund.com/a-comparative-study-of-screen-space-ambient-occlusion-methods/
The OpenGL API is strongly coupled with the engine. There needs to be an abstraction layer over the graphics api.
The current shader system needs a rework. It should not be necessary to create a class for every shader type. A shader instance should parse all the necessary information from...