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xengine's Introduction

Todo

  • 引入Assimp库来加载mesh和材质资源,未来可以实现一个资产系统,并且实现一个转换器,将所有外部资产文件转换为内部的资产。
  • 将资产的缓存从std::shared_ptr改为std::weak_ptr,这样就不会导致资产永远无法自动销毁。
  • 改进渲染器renderer和场景scene的接口,为场景添加Light组件
  • 实现PBR渲染。
  • 更新fastgltf模块的代码,使用最新版本,并将其作为一个子模块。

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