Yan Chernikov
Yan Chernikov
Tools for the engine should commence development. Probably on a different repository. Address this.
Binaries produced by the CI build (bin/Release) should be committed and pushed to master.
This enables a variety of important post effects that can be used to further enhance Sparky's graphics (i.e. screen-space effects, FXAA, colour correction, bloom, etc.). Sparky contains some old code...
This is partially available in OpenGL, and fully supported for depth textures (in the shadow branch), however we need the ability to render to off-screen buffers for a variety of...
Sparky needs to have a C++/CLI generator, which is essentially a tool that wraps all of Sparky's exposed API into C++/CLI code, so that any API changes/additions to Sparky-core can...
Sparky WebGL on Mac OS X has fatal issues with textures on all browsers. This results in a black screen on both Safari and Firefox, and severe artifacting as well...
- [x] Add ApplicationSpecification with custom working directory (to fix Sandbox not working out of the box) - [x] Textures in SpriteRendererComponent don't get serialized - [x] Merge dev into...
Hey all! For those following along with the series on YouTube, I hope you've been enjoying it thus far! In the latest episode (Ep 11), we introduced multithreading into our...