Sentinel
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DX11 C++14 Game Engine
- Should there be a common framebuffer width and height, which needs to be enforced as the dimensions on the Framebuffer's render and depth textures?
Compile optimization removes the static constructor mechanism variable, that's embedded in the classes. Either put explicit delegate assignment in creation itself, or need to find another decoupled alternative for this.
The RenderTexture API needs to be adjusted, to accompany Swapchain RT attachment procedure. Possibly, a new RT class for Swapchain specifically needs to created, remains to be explored.
Framebuffer and Swapchain abstractions both have render targets as part of their buffers. Need to check whether setting a framebuffer is necessary even if we want to render directly to...
- Currently, the platform specific code isn't wrapped between `#if` pre-processor directives. - This might throw issues when trying to compiling the project, and the files which aren't native to...
- ImGuiLayer class has GLFW and DirectX 11 native functionality inside the platform agnostic part of the engine. - This needs to be separated into a platform agnostic API and...
- The current input class's platform specific implementation is tied down to window class's corresponding platform specific implementation. Need to check how it could be resolved and made to work...
Clang format file was introduced a while back in one of the closed PRs. Only a handful of code files are formatted using clang auto format facility on MSVC.
- More emphasis on forward declaration - Evaluation of scores from CompileScore extension