Michał Witanowski
Michał Witanowski
- dual viewport rendering - can be handled with geometry shader and render target array - research required - better culling / pixel rejection - we don't need to draw...
An interface needs to be created that will communicate with VR devices. It should be able to: - gather VR device information - get required rendering mode (resolution, distortion parameters,...
http://www.gabrielgambetta.com/fast_paced_multiplayer.html http://gafferongames.com/networking-for-game-programmers/
Currently, the Bounding Volume Hierarchy (BVH) is used only for meshes occlusion culling. Use BVH for other entity types to speed up rendering.
Consider porting the engine to ARM architecture to be able run it on Raspberry PI, Odroid or similar devices. Issues to be solved: - Remove SSE (SIMD instructions should be...
Apart from unit tests there should be also performance and stress tests. - can be written using gtest, but the results (timings, etc.) should be displayed in clear way (maybe...
Goal features: - Easy API for creating new event types. - Custom, game-defined event types. - Consider that a user may do anything in a event callback (for example destroy...
- new entity - terrain - segments integration - collision detection - planet rendering (?)