updated readme
This commit is contained in:
@@ -24,21 +24,21 @@ DirectX 10+ Graphics card
|
||||
|
||||
### Usage:
|
||||
|
||||
Set the following dependencies to this library in Visual Studio this way in the implementing project:
|
||||
Set the following dependencies to this library in Visual Studio this way in the implementing project:
|
||||
|
||||
1.) Open Project Properties -> Configuration Properties
|
||||
2.) C/C++ -> General -> Additional Include Directories:
|
||||
./WickedEngine
|
||||
./WickedEngine/BULLET
|
||||
3.) Linker -> General -> Additional Library Directories:
|
||||
Directory of your built .lib file (Debug or Release directory in the solution by default)
|
||||
./WickedEngine/mysql
|
||||
1.) Open Project Properties -> Configuration Properties
|
||||
2.) C/C++ -> General -> Additional Include Directories:
|
||||
./WickedEngine
|
||||
./WickedEngine/BULLET
|
||||
3.) Linker -> General -> Additional Library Directories:
|
||||
Directory of your built .lib file (Debug or Release directory in the solution by default)
|
||||
./WickedEngine/mysql
|
||||
|
||||
Editor: Use Blender 2.72 as the editor of this engine. Set up your scene and export it with the provided script
|
||||
Editor: Use Blender 2.72 as the editor of this engine. Set up your scene and export it with the provided script
|
||||
|
||||
Windows 7 support: define _WIN32_WINNT=0x0601 preprocessor on the whole project
|
||||
Windows 7 support: define _WIN32_WINNT=0x0601 preprocessor on the whole project
|
||||
|
||||
Windows 8.1 Store support: define WINSTORE_SUPPORT preprocessor for the whole project (incomplete)
|
||||
Windows 8.1 Store support: define WINSTORE_SUPPORT preprocessor for the whole project (incomplete)
|
||||
|
||||
|
||||
### Contents:
|
||||
@@ -54,51 +54,51 @@ Windows 8.1 Store support: define WINSTORE_SUPPORT preprocessor for the whole pr
|
||||
|
||||
### TODOs:
|
||||
|
||||
Priority:
|
||||
- Lua script bindings for most engine features
|
||||
- Optimize image rendering
|
||||
The Drawing fuctions are bloated, imageVS is no longer readable by humans,
|
||||
possible batching optimizations
|
||||
- Decouple API from wiRenderer
|
||||
The renderer has become too large, unmanageable, hardly readable. Aside from that it
|
||||
is a good idea to decouple them for possible support of multiple apis in the future...
|
||||
Other:
|
||||
- Cleanup
|
||||
No comment
|
||||
- Documentation
|
||||
Probably not in the near future
|
||||
- HDR pipeline
|
||||
Already using floating point rendertargets, but everything is saturated (except bloom).
|
||||
It needs tone mapping and not much else
|
||||
- Forward rendering pipeline
|
||||
It should support everything that the deferred renderer supports. Now it has only a directional light
|
||||
without shadows, but the lighting fuctions are reusable and already written in separate headers.
|
||||
- Precalculated Ambient Occlusion
|
||||
It has everything it needs in the engine, just need to put it together.
|
||||
- Optimize Meshes
|
||||
Remove duplicate vertices and improve cache coherency
|
||||
- Port to Windows Phone and Win RT
|
||||
- Windows RT controls helper
|
||||
- Texture helper various texture generators (fractal, perlin, etc.) (low priority)
|
||||
Priority:
|
||||
- Lua script bindings for most engine features
|
||||
- Optimize image rendering
|
||||
The Drawing fuctions are bloated, imageVS is no longer readable by humans,
|
||||
possible batching optimizations
|
||||
- Decouple API from wiRenderer
|
||||
The renderer has become too large, unmanageable, hardly readable. Aside from that it
|
||||
is a good idea to decouple them for possible support of multiple apis in the future...
|
||||
Other:
|
||||
- Cleanup
|
||||
No comment
|
||||
- Documentation
|
||||
Probably not in the near future
|
||||
- HDR pipeline
|
||||
Already using floating point rendertargets, but everything is saturated (except bloom).
|
||||
It needs tone mapping and not much else
|
||||
- Forward rendering pipeline
|
||||
It should support everything that the deferred renderer supports. Now it has only a directional light
|
||||
without shadows, but the lighting fuctions are reusable and already written in separate headers.
|
||||
- Precalculated Ambient Occlusion
|
||||
It has everything it needs in the engine, just need to put it together.
|
||||
- Optimize Meshes
|
||||
Remove duplicate vertices and improve cache coherency
|
||||
- Port to Windows Phone and Win RT
|
||||
- Windows RT controls helper
|
||||
- Texture helper various texture generators (fractal, perlin, etc.) (low priority)
|
||||
|
||||
|
||||
### Editor:
|
||||
|
||||
For the time being, Blender software is the editor program for Wicked Engine. I provide an export script which
|
||||
you can use to export to the wicked scene format. The script is also going to be updated from time to time to
|
||||
remove the known hiccups and bugs.
|
||||
- Names should not contain spaces inside Blender
|
||||
The problem is the c++ side code which parses the text files such as it breaks parsing on spaces.
|
||||
Mesh files are already exported as binary, so those are okay
|
||||
Suggested fix: write binary export for everything
|
||||
- Separate files generated
|
||||
I've written the exporter to write different categories of the scene to different files for easier debugging
|
||||
from a text editor. If the exporter is rewritten to write binary for everything, such debugging will
|
||||
not be possible so might as well merge the files (except mesh files and error message file)
|
||||
- Only animation supported is skeletal animation
|
||||
- Animation Action names should contain their armature's name so that the exporter matches them correctly
|
||||
Suggested fix: find a better way of matching armatures and actions
|
||||
- Animation only with linear curves (so no curves)
|
||||
Suggested fix: implement curves support into the engine and the exporter
|
||||
- Only one uv map support
|
||||
Light maps and other effects requiring multiple uv maps are not possible yet.
|
||||
For the time being, Blender software is the editor program for Wicked Engine. I provide an export script which
|
||||
you can use to export to the wicked scene format. The script is also going to be updated from time to time to
|
||||
remove the known hiccups and bugs.
|
||||
- Names should not contain spaces inside Blender
|
||||
The problem is the c++ side code which parses the text files such as it breaks parsing on spaces.
|
||||
Mesh files are already exported as binary, so those are okay
|
||||
Suggested fix: write binary export for everything
|
||||
- Separate files generated
|
||||
I've written the exporter to write different categories of the scene to different files for easier debugging
|
||||
from a text editor. If the exporter is rewritten to write binary for everything, such debugging will
|
||||
not be possible so might as well merge the files (except mesh files and error message file)
|
||||
- Only animation supported is skeletal animation
|
||||
- Animation Action names should contain their armature's name so that the exporter matches them correctly
|
||||
Suggested fix: find a better way of matching armatures and actions
|
||||
- Animation only with linear curves (so no curves)
|
||||
Suggested fix: implement curves support into the engine and the exporter
|
||||
- Only one uv map support
|
||||
Light maps and other effects requiring multiple uv maps are not possible yet.
|
||||
|
||||
Reference in New Issue
Block a user