Comments (1)
Not sure there is much we can do here. "engine seems overly complex" isn't something we can address just like that. We also just reworked the rendering engine to allow for new render features to be added easily.
from overload.
Related Issues (20)
- Use of RAII idiom for the WidgetContainer class
- Remove serialization unnecessary `p_doc` parameter
- `FMatrix3` and `FMatrix4` are initialized using `memcpy`
- Remove redundant code in components by using inheritence instead of adding an abstraction layer
- Move editor textures from `RawTextures` to proper image files
- Asset Browser rework
- Undo and redo operations in the editor. HOT 1
- We should perform a pass to update parts of the engine that aren't in line with our current coding conventions.
- `OvMaths::Internal::TransformNotifier` shouldn't be referred to in any .h file
- Implement a tool (debug only) to track memory allocations during the lifecycle of our applications
- Investigate dropping OvUI to follow the IMGUI paradigm HOT 1
- Consider updating Overload C++ version from 17 to 20 HOT 1
- Components `OnDisable` and `OnDestroy` logic doesn't match `OnAwake`, `OnEnable`, and `OnStart`
- Abstract the `ScriptInterpreter` to allow for multiple implementations (Lua, Python, C#)
- Add support for USD scenes import
- Setup unit tests with GitHub workflow
- [Regression] Outline on hover isn't working anymore
- ADD Skeletal animation
- Extract textures from fbx files
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from overload.