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Ossium is a bare-bones game engine built in C++ with only essential dependencies.

Home Page: https://ossiumengine.net

License: zlib License

C++ 68.63% HTML 0.15% C 18.06% CMake 0.03% Python 2.32% Makefile 0.12% SCSS 0.01% Java 10.63% GLSL 0.05% SuperCollider 0.01%
cross-platform box2d ossium cpp game-engine-2d game-engine sdl engine games pre-alpha

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ossium's Issues

Minor bug: upscaled glyphs incorrectly scaled at certain mip levels

Noticed on Linux laptop (dual core CPU with HD integrated graphics). Possibly float rounding issue? Specifically, when a glyph is too big to fit in an atlas cell so it is downscaled and then upscaled back at rendering time. At mip level 0 it seems correct but at other levels squished glyphs seem wrongly scaled.

Schemas don't work (seg fault)

Works fine on my 64-bit Windows system (AMD Ryzen 7 CPU) with mingw and codeblocks (using C++ 17 standard with GCC), however causes a segfault on my dual-core 1-ghz laptop (Linux, I think an AMD cpu). Seems plausible that the memory layouts are different :/ though I'd be surprised as I'm using GCC for both builds.

Memory leak

Suspect the text component leaks memory whenever recreating the texture.

Nasty memory corruption bug

global::delta.time() is currently returning the correct value before and after the UpdateComponents() call in main.cpp, but within the method global::delta.time() returns 0! Highly suspect there's some corruption going on.

Memory leak when drawing debug text

Another memory leak; I believe it is due to the text class not freeing something properly. This is a pretty critical bug as it means drawing lots of text with DebugDraw every frame adds a lot of junk to the RAM quickly

DebugText drawing is slow

Whenever a new DebugText is constructed, the text has to be rendered to a texture. As a result things can get slow if you're drawing some text in a different position each frame, even if you haven't changed the actual text. We should find a way to cache things like this where possible.

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