TODO
- Dominant language
- C#
- Stars
- 14
- Forks
- 0
- PR merge metrics
- No merged PRs in 30d
Description
- **### HIGH PRIORITY ###**
- [x] decouple some of the game-specific code
- [x] remove vec2f class
- [x] make a simple demo on how to use the engine (incl ui and scripts)
- [ ] implement proper zpos for quads/sprites using entity ypos and origin (+opt offset?)
- [x] light system serialization
- [x] implement IDisposable in components in a way that makes sense for subclasses and scripts
- [ ] spatially optimized sound system
- **### MEDIUM PRIORITY ###**
- [ ] decoupled Time class
- [ ] allow objects to be marked 'static' so we round its position to pixels and not the quad when drawing
- [ ] sprite component serialization (low priority, we use quads for most stuff)
- [ ] revamp Misc.cs
- [ ] revamp Serialization.cs
- [ ] review EntityContainer.cs
- [ ] efficient sounds pool for oneshots
- [x] make a system for subsystems - don't simply use components static members
- [ ] finish optional 1D and 2D origin shifting
- [ ] find a decent yet performant alternative to blurring shadows - current one sucks
- [ ] add optional randomization for 'shaking' lights (e.g. bonfires)
- [x] revamp rendering - getting rts from cams and manually rendering to fb sucks
- [ ] get rid of mainCam static
- **### LOW PRIORITY ###**
- [ ] use float for pixel size to allow zooming out from 1:1
- [x] use ae instead of æ in assembies for compatibility
- [ ] fix UI layouts always updating no matter what - dirtying?
- [x] tweak 2d shadows bias and dist
- [ ] allow multiple textures - so sprites hold ref to texture not just UV rectf
- [ ] fix quads shear effect - should be aligned
- [x] use entities AABBs not just origin for culling
- [ ] rename components to plugin so people don't think it's real ECS
- [ ] optimize pixel snapping - cache quads when position didn't change, don't snap again
- [ ] provide optional input accumulators to use with systems ticking async or slower
- [ ] decent general-purpose prefab editor
- [ ] deshitify debug helper
- [ ] use bitwise for ManagedChunkedComponent spatial optimization? drawback - POT
- [ ] provide more collider types - at very least polygon
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