vgframework
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A pet game engine for fun, modern graphics APIs, and fast iteration.
e.g. texture format when importing textures etc.. The .meta file should be editable from the resource.
Currently shaders are compiled on boot and PSO on demand when rendering. They should be saved/invalidated from one session to another and the FINAL build should only use precompiled ones.
Use custom RTTI and use equivalent of "dynamic_cast" only for IObject* classes
1. more compressed vertex format 2. separate streams per usage/update frequency (*) 3. cook mesh files already compressed (no more compress at load) (*) e.g. : Stream 0 : Position/normal/tangent...