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Game Engine

Results 13 Engine issues
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Current utility scripts are all Python 2.7. Switch to 3. Please.

Current setup is a bit rushed, and not as well thought out as it should be. Whilst it works, there are some improvements that could be made: **Dependencies** Correct handling...

Read/Write are not always representative of how you are using it. It might make more sense to either change those methods to, or add Shared/Exclusive, matching the underlying Windows API,...

For initial data uploads we need something better than what is currently implemented. What would be desired: - Implemented outside of the d3d12_device. - Independent of what frame we're on....

Hey Neil, I've finally pushed my WIP status of Vulkan support, don't bother testing it won't work I'm still in conversion mode and there's still DX12 code all over the...

Rather than pack image save/load and related functionality into the texture converter, break it out into its own library. This is useful beyond just texture conversion. Some things to note:...

- Remove the "AllocTempPipelineStateBinding" interface. This is clunky, and intended to be temporary to move the allocation logic out of command list compilation, and into the Graphics::Shader level code. -...

- Need ability to create fibers of different stack sizes (only 1 size allowed for now, need more). - Job priorities.

At the moment it's automatic for transitions (not UAVs), but rather than rely on this to do the right thing it should probably be exposed. The render graph can work...

BindingSRV is over 32 bytes in size currently. It would be nice to reduce the size of this to keep the SRV update command size down.