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Modularized (hot-swapping) game engine in Rust

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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...

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.