libprimis icon indicating copy to clipboard operation
libprimis copied to clipboard

Libprimis: Imprimis' 3D destroyable world engine

Results 94 libprimis issues
Sort by recently updated
recently updated
newest added

Cutting off and providing a hard interface between game-inspecific engine code and game-specific code helps resolve several issues that are otherwise structurally hard to solve: - Provides an engine interface...

enhancement

There are many files in the `render/` folder that are named `render*`, such as `renderwindow.cpp`, `rendergl.cpp`, `renderva.cpp` `renderalpha.cpp`. This is obviously redundant, as they are already in a file called...

misimplementation

libSDL2 has text rendering code in one of its libraries which can handle more sophisticated text rendering than the `tessfont`/`rendertext` combo currently used. `libsdl2-ttf` is readily available and much more...

enhancement

Functions such as `load_world` and `particle_*` adopt separation of words by underscores, which is not standard. These functions should have their function names changed to match the convention (e.g. `loadworld`...

inconsistency
good first issue

When constructing new objects, it is best practice to initialize all variables, such that they are assured not to be undefined later when they are to be used. While `g++`...

misimplementation
good first issue

Going to Settings > Resolution tab and setting Upscaling to high seems to be causing segfaults once the rendering starts after connecting, however sometimes only after a restart. The easiest...

bug

Some edit commands are limited by the engine from being run in multiplayer, but this kind of restriction is a game problem to deal with. The engine functionality should be...

inconsistency

As of C++17, it is possible to `inline` variables in headers, which means they can be defined in headers without being created individually for each compilation unit. This means that...

misimplementation

When working on issue#1 in /media repository, I noticed that only full alpha actually gives the texture transparency. ### Example #1: Texture: ![](https://cdn.discordapp.com/attachments/679461611265851423/794375159896997908/damage.png) In-game effect: ![](https://cdn.discordapp.com/attachments/679461611265851423/794375172894490624/2021-01-01_02.22.41.png) As you can see...

misimplementation

Blood and projectile decals stay behind when geometry under them is removed. ![](https://cdn.discordapp.com/attachments/679461611265851423/794381386777493514/2021-01-01_02.40.28.png)

misimplementation