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4 | 4 | </div>
|
5 | 5 | </h1>
|
6 | 6 |
|
| 7 | +<h3>2025</h3> |
| 8 | + |
| 9 | +<details> |
| 10 | + <summary>january</summary> |
| 11 | + <ul> |
| 12 | + <li>observatory: created a program in which users can load in models and experiment with scripted events</li> |
| 13 | + <li>texture packer: allowed for tiling textures even when using packed textures</li> |
| 14 | + <li>batcher: fixed bugs by creating an external memory management class which keeps track of empty spaces, and compactifies when necessary</li> |
| 15 | + <li>editor: created an editor, will eventually be used for development with frag-z later down the road</li> |
| 16 | + </ul> |
| 17 | +</details> |
| 18 | + |
7 | 19 | <h3>2024</h3>
|
8 | 20 |
|
| 21 | +<details> |
| 22 | + <summary>october-november-december</summary> |
| 23 | + <p> |
| 24 | + I'm not sure if you know this but to stay organized frag-z is broken down into a lot of really small "subprojects" each subproject allows us to focus on a really small piece of functionality and make sure it works properly. Making frag-z more robust really boils down to improving these submodules and then re-integrating them into the game. Here's the breakdown. |
| 25 | + </p> |
| 26 | + <h2>october</h2> |
| 27 | + <ul> |
| 28 | + <li> |
| 29 | + batcher system: this system was devised to improve the rendering performance of frag-z to reduce the number of draw calls made per frame |
| 30 | + </li> |
| 31 | + <li> |
| 32 | + packet handling system: created to simplify the way information is serialized and deserialized when sent over the network. |
| 33 | + </li> |
| 34 | + <li> |
| 35 | + texture atlas system: allows for loading in of textures to be much easier |
| 36 | + </li> |
| 37 | + <li> |
| 38 | + the shader standard: allows for easy and safe usage of shaders |
| 39 | + </li> |
| 40 | + </ul> |
| 41 | + <h2>november</h2> |
| 42 | + <ul> |
| 43 | + <li> |
| 44 | + batcher system: experimentation and improvements |
| 45 | + </li> |
| 46 | + <li> |
| 47 | + texture packer system: a way to get have our "bindless textures" in opengl3.3, equates to more rendering performance when using textures |
| 48 | + </li> |
| 49 | + <li> |
| 50 | + fps camera: basic fps camera that can move around a scene with |
| 51 | + </li> |
| 52 | + <li> |
| 53 | + transform: a basic class to hold the transform of an object |
| 54 | + </li> |
| 55 | + <li> |
| 56 | + mwe bullet trace: a working example of how to render flying bullets in a scene (will be used for bullets in-game) |
| 57 | + </li> |
| 58 | + <li> |
| 59 | + mwe particle emitter: a working example of rendering particles (will be used for smoke particles in-game) |
| 60 | + </li> |
| 61 | + </ul> |
| 62 | + <h2>december</h2> |
| 63 | + <ul> |
| 64 | + <li> |
| 65 | + rigged model loading: add support for multiple armatures in an animation, something that most game engines do not support, allows for animations with multiple skeletons to be loaded in with ease. |
| 66 | + </li> |
| 67 | + <li> |
| 68 | + scripted events: allows for any in-engine logic to be synchronized together, this allows things like animations to be loaded in and to be able to have sound effects/lighting/whatever run synchrnously |
| 69 | + </li> |
| 70 | + <li> |
| 71 | + texture packer: general improvements and bug fixes |
| 72 | + </li> |
| 73 | + <li> |
| 74 | + mwe multiple lights: working example of multiple lights in opengl |
| 75 | + </li> |
| 76 | + <li> |
| 77 | + worked on 3d models |
| 78 | + </li> |
| 79 | + </ul> |
| 80 | +</details> |
| 81 | + |
9 | 82 | <details>
|
10 | 83 | <summary>july-august-september</summary>
|
11 | 84 | <p>what got done</p>
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