VixenEngine
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Open Source C++ Game Engine
License for project will be changed to LGPLv3
Currently there is only a runtime resource solution for VixenEngine. There needs to be an offline **(not runtime)** resource management solution that can transform DCC content into the content packages...
Currently the GameObject Lifecycle is buggy and unreliable. The code should be refactored to follow this graph. 
I have a few items that may need attention, unfortunately, to do with everything except the code, which happens to the the fun bit. First, I was wondering whether it...
Currently, there is significant overhead with the current implementation of Lua in Vixen. Analyzing the data outputted by visual studio's performance profiler shows that the most expensive operations seem to...
Vixen needs to have its code documented. This way, we can generate doxygen documentation that can eventually be linked to on developer site.
There needs to be a collection of common render states that can easily be created and set on the device context.
Currently the implementation of DXModel only renders using the first mesh received from Assimp after loading the model file. There needs to be a new IMesh interface and corresponding DXMesh...
Currently, there is a significant performance issue with the rendering using DXRenderer. Multiple instances of the same model should be instance rendered as to alleviate some of the rendering overhead.
Currently, there are evident race cases and unknowns involved with interaction between lua scripted game logic and scenes because issues with scene state. The lifetime of a scene and all...