nfengine
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Game engine
Some OS's already migrated to Wayland and may not work fully with us. Using native Wayland might also have its perks and be more future proof. - [ ] Implement...
- [ ] Ensure that renderer system is not using mesh/material/texture resource directly. - [ ] Move the high-level renderer code to another project (e.g. nfRenderer): - _nfCore/Renderer/_ can be...
- [x] Convert LOG_FATAL to NFE_ASSERT(expression, message, ...) - [x] Break the application if debugger is attached - [x] Show error message box - [ ] Show/dump callstack if possible
As an example in Assertion.cpp shows, sometimes we might want to create a popup window through Window Manager on OS. While on Windows it is as easy as calling a...
Launching nfEngineDemo on Debug profile causes STL "vector array subscript out of range" assertion fail on MultiPipelineState.cpp @ 292.
Mirror/portal view should be rendered to separate texture so it can be reused and some effects can be applied (normal mapping, blur, etc). Portal rendering can be used not only...
When a segmentation fault occurrs we could catch it and print last log message containing stack trace and other useful debug info. Check if it is possible on Windows also.
http://twvideo01.ubm-us.net/o1/vault/gdc2016/Presentations/Pedersen_LasseJonFuglsang_TemporalReprojectionAntiAliasing.pdf https://github.com/playdeadgames/temporal
Post process renderer should be elastic, so adding a new effect is easy and does not require copy-pasting tones of code. There should be something like "Pass", which would hold:...
Implement simple console GUI. Features: - typing commands and displaying log - registering functions - registering variables TODO...