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Description
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this roadmap
- make it as complete and detailed as possible, it would hopefully save us some surpraises later on
- overall strategy is to minimize the time when the engine does not render at all
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vulkan frameworks research & evaluation
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preparations
- add custom enums for graphical properties in assets
- replace shader subroutines with switches
- add glslang compiler
- are there any alternatives?
- shader validation in asset processor
- modify asset manager to support asynchronous assets uploads
- add another step for loading assets that is periodically called and checks if the asset has finished its transfer to gpu memory
- add another similar step for unloading
- hot-reloads!
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disable opengl
- turn opengl assets into dummies
- remove rendering of gui
- remove rendering internals in the engine
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initial vulkan
- vulkan (framework) sdk linking
- implement assets loading
- implement minimal client application with the use of the assets (example project logo)
- another client application with rendering gui
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vulkan engine
- simple opaque objects
- gui
- hdr + gamma correction
- shadow maps
- transparent objects
- post processes
- parallelization
- one thread for assets loads and unloads
- one thread for each camera (actual camera or shadowmap pass)
- iterates over the cached entities and directly generates render queues
- one more thread for queues synchronization, dispatching, composition and final effects
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final polishing
- stereo
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