openDarkEngine
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Rewrite of the Dark Engine by Looking Glass
*General* - [x] get rid of OPDELIB_EXPORT macro altogether - [ ] base directory is needlessly branched, which complicates include declarations in cmake. flatten that directory. - [x] While we're...
After trying to force Ogre3d to do stuff the way it's needed, which has proven to be harder on every step (notably light list population for movable objects, lately), it's...
read/write operations using operators `>>` and `
I need a better tool to track down the frame timing issues (to be easily seen in t1/miss2.mis starting position for example). Something tells me it is some kind of...
Example: using pytest. ``` #0 Opde::LightAtlas::getIndex (this=0x0) at /home/volca/Projects/openDarkEngine/openDarkEngine/src/services/worldrep/LightmapAtlas.cpp:288 #1 0x00007ffff7b428c9 in Opde::LightMap::getAtlasIndex (this=) at /home/volca/Projects/openDarkEngine/openDarkEngine/src/services/worldrep/LightmapAtlas.cpp:587 #2 0x00007ffff7b13381 in Opde::LightsForCell::getAtlasForPolygon (this=, face_id=face_id@entry=0) at /home/volca/Projects/openDarkEngine/openDarkEngine/src/services/light/LightService.cpp:352 #3 0x00007ffff7b13f75 in Opde::LightService::getAtlasForCellPolygon (this=, cellID=,...
We have documentation/source code from community on how the animation files (skeletal animations) are stored. I think in theory ogre's animation system is compatible, with one potential problem being translation...
SDL has SDL_WindowEvent in SDL_Event in case the window changed size/position... We should notify render service about the fact the window changed size, render service would then notify ogre.
This needs fix. We're probably seeing it because the backface cull is disabled on the poly's material.
Now this one is a bit harder. The physics algorithms themself should not be that hard to deduce after getting the structures right, but collision detection was originally done on...