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feat: add in dev updates
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html/development/development.html

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</div>
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</h1>
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<h3>2025</h3>
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<details>
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<summary>january</summary>
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<ul>
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<li>observatory: created a program in which users can load in models and experiment with scripted events</li>
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<li>texture packer: allowed for tiling textures even when using packed textures</li>
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<li>batcher: fixed bugs by creating an external memory management class which keeps track of empty spaces, and compactifies when necessary</li>
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<li>editor: created an editor, will eventually be used for development with frag-z later down the road</li>
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</ul>
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</details>
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<h3>2024</h3>
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<details>
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<summary>october-november-december</summary>
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<p>
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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.
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</p>
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<h2>october</h2>
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<ul>
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<li>
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batcher system: this system was devised to improve the rendering performance of frag-z to reduce the number of draw calls made per frame
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</li>
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<li>
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packet handling system: created to simplify the way information is serialized and deserialized when sent over the network.
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</li>
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<li>
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texture atlas system: allows for loading in of textures to be much easier
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</li>
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<li>
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the shader standard: allows for easy and safe usage of shaders
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</li>
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</ul>
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<h2>november</h2>
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<ul>
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<li>
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batcher system: experimentation and improvements
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</li>
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<li>
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texture packer system: a way to get have our "bindless textures" in opengl3.3, equates to more rendering performance when using textures
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</li>
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<li>
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fps camera: basic fps camera that can move around a scene with
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</li>
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<li>
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transform: a basic class to hold the transform of an object
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</li>
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<li>
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mwe bullet trace: a working example of how to render flying bullets in a scene (will be used for bullets in-game)
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</li>
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<li>
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mwe particle emitter: a working example of rendering particles (will be used for smoke particles in-game)
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</li>
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</ul>
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<h2>december</h2>
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<ul>
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<li>
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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.
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</li>
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<li>
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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
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</li>
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<li>
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texture packer: general improvements and bug fixes
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</li>
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<li>
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mwe multiple lights: working example of multiple lights in opengl
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</li>
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<li>
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worked on 3d models
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</li>
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</ul>
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</details>
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<details>
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<summary>july-august-september</summary>
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<p>what got done</p>

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