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License: MIT License
Implement:
Add support for mappable player inputs on the following devices:
Save the scene to file.
Allow the user to customise the engine by implementing an easily scalable settings menu and save changes to file.
Improved:
Write guide for setting up the development environment, supported platforms and technologies, and Engine modules.
Implement imgui window with node editor. The Entity (or a something) to edit depends on the selectedt context. For example: If a renderable entity is selected, then a graph tree would appear with nodes from components attached to the entity. For example:
Entity -> Mesh -> Texture -> Diffuse map
-> Normal map
-> Skeletal mesh -> Animation
-> Physics -> Gravity
-> Collision
The Node Editor would also support visual programming with nodes, similarly to Unreal Engine blueprints.
Profiling can be toggled via the Editor and the following levels should be supported
We don't have an architecture for this feature yet, so this must also be implemented.
Add support for virtual reality (primarily quest 3)
Currently, only Phong shader is supported. Therefore, implement options to use other shaders like OpenPBR Surface Model.
Add a new file management system that can handle assets, saves and more.
A scene hierarchy represents a hierarchical tree structure of all present entities. It should be displayed in a dedicated docked window. There should also be a separate window that the user can open, and a fleshed out scene hierarchy is displayed.
Add a system for configuring the Engine and deployed games. It should be scalable.
The physics engine should fundamentally support the following:
The Editor interface should suppport adding parameters to change relevant properties.
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