getting back to it

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Tuomas Katajisto 2026-07-26 12:53:51 +03:00
parent 210c44f6c4
commit 1829a6796f
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Copyright 2025 Tuomas Katajisto Copyright 2026 Tuomas Katajisto
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the “Software”), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the “Software”), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

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DONE: Engine todo list:
- Implement idle orbit thing using the rotation in the level editor camera. (Cool transition effect?) - Engine testing + game testing framework is a mess.
- Level editor camera movement complete. - A lot of the graphics pipeline stuff is really bloated and repeats itself.
- Sokol should be fully under a platform abstraction layer but it's not,
currently it's fine but it would be really nice to be able to have a metal, vulkan
webgpu backends at some point for the longevity of the engine.
TODO:
- Level format (just a hash map?). Store a matrix so that we can rotate and maybe scale blocks. Scaling will cause problems with RDM, so figure that out.
- Trile color textures.
- Sun lighting and shadowmap for levels.
- A ground plane with customizable material (ground or water or maybe a reflective floor. Think about what part of this should be done with triles and what with textures.)
- Sky editor and passing to shader.
- Level saving
- Trile atlas saving? JSON?
PLANNED:
- Render distance, sky and fog?
- Load RDMs. Load into the Trile_GFX structure?
- Render RDMs.
- Start working on game port for proof of concept.
- Maybe port tacoma in as a part of the engine in plain Vulkan without nvpro. Would also allow for cool ability to render levels as path traced for screenshots and references.
- Improve the bz4x format, or figure out a pre-existing format.

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