Sparky
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Cross-Platform High Performance 2D/3D game engine for people like me who like to write code.
Lua support?
Hey! As we all know Lua is a great scripting language and since the project it is made in C++ the dev time could take longer than in Java for...
In OpenGL, both Debug and Release, the camera is very jerky: if you slowly move the mouse camera rotates after a considerable amount of movement. For Direct3D, there is something...
I'm working on a laptop with an Optimus option but when I run Sparky, it still using the intel graphic card and not my Nvidia card.... I found a way...
As we saw in one of your livestream, when you render your sprites with a max texture per drawcall of 2 you had an insane 93 drawcalls while you only...
So the batch renderer's submit(...) function takes a lot of time, mainly because of the matrix multiplications. With a little trick I was able to cut down the time (60%...
In your utils/Timer.h you should use std::chrono::steady_clock instead of std::chrono::high_resolution_clock. The high_resolution_clock depends on the systems time which means that when you change your time, the clock will behave akwardly....
Added hash-functions for math classes so they can be used for unordered_set/unordered_map.
I am currently evaluating your drawing engine for a work project. One of my requirements is to be able to open/close multiple windows. Looking at the implementation this looks fairly...
When you load the vertex and fragment shader you try to [delete](https://github.com/TheCherno/Sparky/blob/master/Sparky-core/src/graphics/shader.cpp#L65) them but they never(Until you close the window) are going to be deleted because they need to be...
Hi Cherno, Thanks for great series and sorry for my bad English. I'm actually at episode 6. But after I watched episode 5(.5) think that I found one issue and...