GTGameEngine
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A simple game engine written in C++
Currently the main game window is being created when the editor is being opened even though it will never be shown. This is a bit untidy so make it so...
Lots of things to clean up: - Use "m_" syntax for private member variables - Use single-line comments for documentation blocks instead of block comments
Currently, there are still remnants of the old GTCore, GTGUI and GTEngine namespaces in the scripting environment. This should be replaced with just "GT". Notes: - GT.Game needs to be...
This is needed in order to create a self contained environment for correctly compiling text files for compile-time error checking. Also, the design should be a bit better as a...
The existing infrastructure is way too over-engineered and needs to be simplified. Currently, everything is multi-threaded, but it is much simpler and easier to maintain by just keeping everything single-threaded.
For many file, in particular those only used internally, there are a lot of unnecessary #includes that can be replaced with forward declarations. This should improve compile times a bit...
This is a cool feature, however it causes issues where the editor can tread on the toes of the main game as it's running because it shares some global state....
The material editor needs to show shader compilation errors. This should be integrated with the more broad error handling system.
On the C++ side, scene node IDs are 64-bit, but on the Lua side they are 32-bit. Reason being is the Lua API takes int's for integral values. Need to...
This means that compiling a script via the text editor can modify the game state if it calls a function in global space.