engine
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A personal game engine project, with development focus towards 2D/2.5D games.
Currently the build scripts are barely working as expected. It's time to revisit them and all conan dependencies and how they are built.
Sometimes we might have a situation where the Awaitable responsible to move a task to a different execution thread is already in the "ready" state, skipping all the necessary work....
The tests in questions need to cover all functions, and complexity possibilities. - string, heap_string, static_string - array, queue, hashmap - shard_container Additionally nice to have are extended tests for:...
Currently the game cretates `ice::ecs::EntityStorage` objects and assigns them to worlds during world creation. This works as long each world has a different storage object, which is not what we...
Currently Resources and Assets seem to require to never be release to avoid issues. This is partially due to the old API. Going forward we would like to get warnings...
The bug report can be found [here](https://developercommunity.visualstudio.com/t/Coroutine-compilation-resulting-in-erro/1510427#T-ND1568703). If it gets fixed currently the following things might need attention: - [ ] inside "ice/os/windows.hxx" the `ISATTR_NOINLINE` macro
Base on the reference implementation: https://github.com/phoboslab/qoi Reasoning: - To make a small challenge. - Create an allocator base implementation that can be streamed. - See if something can be improved.
**Requires:** #123 Provide debug tools, which will include: * Rendering the wireframe of each UI element. * Rendering the frame with interpolated UV coordinates. * Providing information about the number...
**Requires:** #120 #101 The basic tools would be: - See the generated quads for each symbol. (Wireframe and Filled) - Color each array of text with a distinct color. Probably...
Current the UI allows to send shards in some 'events' like **on_click**. The initial idea was to also send arbitrary data with these shards, however due to lack of ideas...