pomdog
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An open source game engine for C++20 :dog: :video_game:
Hello guys, I've just started to implement the interface for Vulkan APIs. #### Progress - [x] Buffer - [ ] Add SetData() - [ ] VertexBuffer - [ ] IndexBuffer...
Hello, mates! I have the following plans for Pomdog in 2018: ### Plans - To migrate C++14 -> C++17, I will remove support for such old compilers and IDEs: -...
Consider the following example: ```cpp Log::SetLevel(LogLevel::Verbose); Log::Connect("rare", [](const LogEntry& entry) { std::printf("[rare] %s\n", entry.Message.c_str()); }); Log::Connect("legendary", [](const LogEntry& entry) { std::printf("[legendary] %s\n", entry.Message.c_str()); }); Log::Connect([](const LogEntry& entry) { std::printf("[common] %s\n",...
I have the following plan: - Reimplement some experimental library, such as sprite renderer, shape/primitive renderer, easings, particle system, post effects and font renderer. - Integrate experimental library (e.g. `libpomdog_experimental.a`)...
See also https://github.com/mogemimi/pomdog/pull/26.
We should provide a way to building a shared library using CMake to remove obsolete GYP support. TODOs: - [ ] Build DLL under Windows - [ ] Build shared...
Basically the issue is that I prefer to store assets in *data* or *content* (lowercase) directory, but it is not possible since the path of assets is hard-coded. As for...
I noticed that the frame rate control code was replace with Sleep(1) on this commit https://github.com/mogemimi/pomdog/commit/e89c686fbf7ef8d0a39fc6ba055af2a7255d3827. I am wonndeing about the reason for this change. And should we fix it...