diff --git a/README.md b/README.md index fc7782082..7af64be4d 100644 --- a/README.md +++ b/README.md @@ -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.