ecs-sandbox
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Experimental game-engine sandbox using OpenGL and ECS.
The player should be able to continue playing exactly where they left, this requires the whole World and everything in it (and possibly much out of the Worlds scope) to...
I need to decide if the game should tend towards a more roguelike or -lite experience. Currently there is no preferred decision as both could be interesting to play, yet...
The game should be as accesible as possible; Controller support is a must and will become even more important once we will implement local coop. Controller input is just as...
Instead of depth sorting entities based on their CPosition on the CPU before rendering back-to-front we could remove the sorting and simply `discard` all pixels of a CBillboard which are...
- [ ] Add color remapping shader for color blindness
We need a generic interface to work with, this should provide the foundation for: ## Menu interface - [ ] Menus like main menu, settings menu, load game menu... -...
Currently there is no concept of collisions with the terrain. Entitys should have a collider component which detects and handles collision with terrain below them. Also this should handle collisions...
implement a particle system (with possible sub systems?) Required features: - [ ] One shot particle burst - [ ] Moving particle systems with particles positioned relative to it -...
- [ ] Add dynamic shadows - [ ] Add dynamic lighting for terrain. - [ ] Rewrite rendering to make use of deferred shading. #16 #17
Create a document/graphic/... of some sort to describe the components, systems and events used. Per system: - [ ] Tick/Execution order (ExO) - [ ] Short description - [ ]...