sg-engine
sg-engine copied to clipboard
Modularized (hot-swapping) game engine in Rust
It'd be nice to serialize the entire prepared form of a mesh+textures for faster loading. Bincode provides a compact representation for this, but they may be large on disk, and...
There's a mishmash of different ways to use paths, currently. This probably also needs to be looked at in nom-obj
We are using one texture buffer for everything. Fix that.
Going with a scene graph that uses Identity in place of actual meshes, Renderers could look up assets loaded by a referenced Identity. This could ease coupling of the renderer...
^ this
now that winit 0.6 separates window from eventloop, this should be easier. game_state keeps a handle to the event loop
As the shaders were imported wholesale from examples, they do a lot of extra matrix math. Often on a per-vertex basis. We don't want that.