Nathalie Dubois
Nathalie Dubois
## Summary The objective is to add an animation engine to our code base. We will most likely be heavily influenced by the [Kruger](https://github.com/BobbyAnguelov/KRG) engine. ## Current State Currently, there...
## Summary Currently the workspace is only saved locally in the `offline/.lsc/` folder. We need to replicate the contents of this DB on a remote service (source-control?) and remove the...
## Summary Leaner API & make loading steps more configurable per type ## Current State Currently, loading is klunkly. APIs should probably have a single entry point for accessing resources,...
## Summary Design the crates, the basic APIs and data structures for the data-executor, for both the client-side & server. Also think of the local scenario, where we could have...
## Summary Make data-executor more scalable ## Current State Currently the data-executor executes a single job at once, even though it supports many workers. We also need to go through...
## Summary Be able to access shaders from code in the same way as data, and facilitate runtime edition loop ## Objective We want to go through the `Device` or...
## Summary How can we handle better the difference between editor data and runtime serialized data, without having to explicitly name them (eg. offline & runtime classes)
## Expected Behavior ## Current Behavior ## Workarounds ## Steps to Reproduce 1. 2. 3. 4. ## Context (Environment) ## Detailed Description
We need to package dxcompiler.dll/dxcompiler.so. Workaround: install Vulkan SDK.
## Summary Design a first iteration of a character controller, while keeping scripting & game APIs in mind. Ultimately, we should be able to write the (high level) of the...