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Mocha: A work-in-progress 3D game engine

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Note - this is a draft pull request and isn't ready to be merged yet. ## Description This pull request implements networking functionality for our game engine using the GameNetworkingSockets...

system/networking
context/managed
context/native

A game engine's editor is an integral part of the game development workflow. It provides developers with a powerful tool for creating, editing and testing game assets, levels, and mechanics....

type/enhancement
meta/tracking
context/managed

Our game engine requires a robust networking implementation to support multiplayer games. The current plan is to use GameNetworkingSockets for transport, with a snapshot system similar to Quake 3's architecture....

meta/tracking
meta/roadmap
system/networking

I feel it would be good to be able to make a callback on the managed side, and pass it to the native side. The primary use case for this...

type/enhancement
system/interop

In Host `engine.h`, a new C string is allocated like so: ```cpp GENERATE_BINDINGS inline const char* GetProjectPath() { std::string str = EngineProperties::LoadedProject.GetValue(); // Copy string so we can use it...

Adding a way for entities to have relations would make the engine a lot more flexible, so here's my idea: Each entity should have a `Parent` property and a `Children`...

type/enhancement
context/managed
context/native

It's easy enough to follow the implicit style set by the existing C++ code, but we should probably explicitly set some convention guidelines for C++ just as we do for...

type/documentation
type/enhancement
context/native

Right now the asset/resource system is a bit all over the place. Firstly it currently has two names. In Mocha.Common it is referred to as Resources; Whereas in Mocha.Engine and...

type/enhancement
context/managed