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A Vulkan game engine with a focus on data oriented design

Results 20 FlingEngine issues
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We need to separate out each feature of the engine into a modular build target. We should have "Modules" for different parts of the engine to reduce dependencies and make...

enhancement
PRI 1
big feature

Right now the codebase uses xml style comments. These are pretty ugly and need to be updated to use a more standard style like this: ``` /** * A general...

We need to do this in order to make it more scalable and easy to update

Right now we just read all files in right from disk and read them in with some trivial JSON parsing. We need to create an actual Fling asset type that...

It would be really nice to have a docker file that can build on Linux with your local changes, so that you can quickly test clang compilation and unit test...

enhancement
good first issue

Previously we had skyboxes and cubemaps loading in, but I never got around to adding them in a proper Subpass now that we have the rendering refactor completed. See `Cubemap.h`...

bug
enhancement

Right now we don't have any good way to handle command line arguments outside of the core `Engine.cpp` file. We should have a good, easily accessible command line argument parser....

enhancement
good first issue

Integrate bullet physics with our entity component system. https://github.com/bulletphysics/bullet3 Basic rough draft of the physic system ``` // Add a 3D rigidbody component entt::entitty e = reg.create(); Rigidbody& c =...

PRI 2
big feature

As of right now, we can only load one `.ini` file at a time. Instead, we should parse the `Config` directory for each file, load it in, and add it...

enhancement
good first issue
PRI 2

Right now whenever you do a fresh reload of the project, you end up with ImGui default positions that suck. Instead, we should set the default positions/scales of windows like...

bug
enhancement
good first issue