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A 3D Mystery Game using OpenGL.

C++ 35.48% JavaScript 25.55% CSS 6.92% C 30.85% F# 1.20%
3d-game-engine 3d-graphics 3d-graphics-engine c-plus-plus opengl

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codeindigo's Issues

Text

I want this to be elegant, but if we must we can put in extra tests and stuff.

Animation

Want to make an animation class that can

  • Transform meshes to a new mesh
  • Move an object
  • Change a variable

Upgrade to Modern GL

This is a big project that we'll have to work on in one big jump, so it will be very difficult. But trust me, it'd better be worth it.

Textures

Still just boring old legacy stuff, but add textures.

Mesh gets one texture file, loads it on Initialize() and stores its handle.

Each Vertex is by default -1 x -1, which means calculate it (gotta figure that out) but you can also specify texture coordinates in Vertex constructor for model importing and though-out Mesh constructions.

Simply bind along with normals on Object::Render by reading Vertex's texture coord.

Wow. Indigo Engine is Really Slow!

Profile it with Very Sleepy, and try to figure out what's slowing it down so much. Rendering less than 1000 cubes (24000 verts, non-triangulated) we get 4 FPS. Problem.

Lighting

The lighting is still messed up.

  • The vectors are still broken, and I'm now fairly confident it's in the Direction class. It likely has to do with radians and degrees.
  • The switching to be always out is also messed up, though once we fix the vectors this will probably be an easy fix.

Mesh::Import

Import meshes that would be exported by, say, blender. Objs or Plys probably.

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