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5.0 5.0 1.0 68.02 MB

3D Vulkan Renderer, Window, GUI, ECS, custom STL, Memory

License: Other

C++ 37.71% Batchfile 0.07% C 59.13% GLSL 2.34% Python 0.75%
engineering memory-allocation stl vulkan

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rpg's Issues

Scene::Render()

scene data update
-> render data
Renderer::Draw(render data) but not scene data
how is data used here?

VK ctor madness

  1. ctor requires lots of params (and probably structs) which needs to be defined on user side (ctor pollution on user side)\n 2) factory methods on the other hand like CreateShader_Default reduce bloat on user side, dedicated functions, but they probably will create tmp obj (when no copy elision possible) which may also call dtor and copies have to work too \n 3) best solution currently: dedicated structs like Shader_default: adventages: most stuff can be const, we can have dtor and simple ctor (adding VkDevice for example), again the goal to reduce bloat on user side. disadventage: auto iteration hard like (shader:shaders) since these are dedicated types

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