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☠️ game development framework/engine aimed for flexible and highly customizable game development

License: MIT License

C++ 96.82% C 1.28% CMake 1.90%
bebone game-development game-engine gamedev opengl rendering-engine vulkan

bebone's People

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ddf0 avatar maksasj avatar soskar1 avatar

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bebone's Issues

GFX

Todo

  • Vulkan part
    • Vulkan pipeline manager
    • Vulkan textures
  • Refactor window api
    • Default values

Sound system

Todo

  • SoundEngine class
  • Abstract sound fx interface
  • Sound class
  • Music class

Create basic sound system

  • SoundEngine class
  • Sound class
  • Music class
  • Abstract sound fx interface
SoundEngine engine;
            
class AAAA
class Sound : AAAA;
class Muisc : AAAA;
            
auto sound0 = engine.load_sound("hit0.mp3");
auto sound1 = engine.load_sound("hit1.mp3");
auto music = engine.load_music("music.mp3");
auto sound2 = engine.get("hit0.mp3");
            
sound0->play();
music1->play();
            
struct SoundComponent {
       shared_ptr<Sound> sound;
            
       SoundComponent(name) {
               sound = engine->load(name);
       }
            
       void invoke() {
               sound0->play();
       }
}

Renderer

Todo

  • Sprite interface
  • Renderer interface
    • Complete OpenGL renderer implementation
    • Complete Vulkan renderer implementation
  • And other interfaces...
    • Model, Mesh, Material, etc.

Vulkan headers

I noticed that, we are using GLFW with GLFW_INCLUDE_VULKAN, do wee really need Vulkan-Headers submodule ?
image

Rename Docs markdown files

rename

Gfx.md to GFX.md
Core.md to CORE.md

Since, README.md LICENSE.md and TODO.md, are all upper case, lets be consistant with outher markdown files as well.

Fix 2_vulkan_3d_cube example warning

[90/141] Building CXX object examples/gfx/vulkan/2_vulkan_3d_cube/CMakeFiles/Bebone_Example_Gfx_2_Vulkan_3D_Cube.dir/main.cpp.obj
D:/Projects/C++/bebone/examples/gfx/vulkan/2_vulkan_3d_cube/main.cpp:103:72: warning: unsequenced modification and access to 't' [-Wunsequenced]
103 | transform.rotation = trait_bryan_angle_yxz(Vec3f(t * 0.001f, (t++) * 0.001f, 0.0f));
|

Can be easily fixed

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