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  • The Physics Engine will be a new addition to the game engine, and there's a lot of unknown we will have to explore. Fortunately, the first steps for us is clear. We will need to implement the following: - A "Time Delta": We need to decouple our calculations from a static frame rate and instead take into account execution/rendering time. That way, object positions etc. are updated consistently throughout varying frame rates. - Gravity: The effect should be self-explanatory, but its implementation could be quite open-ended. Do we place it as a component, or do we leave it to a script? - Collision Detection: This is definitely complicated since we are dealing with 3D geometry.

    No due date
    1/4 issues closed
  • While we have made strides in rendering and UI, we still do not have a way for game developers to add functionality to the objects in their game. We need to implement a way to parse the code the game developers have written in runtime and link the commands they used to commands in the engine. We plan to use [AngelScript](https://www.angelcode.com/angelscript/) to achieve our goals. [Here](https://www.angelcode.com/angelscript/sdk/docs/manual/main_topics.html) is the documentation for it. The following features are needed in order to show a working scripting system: - Ability to read scripts - The ability to attach scripts to objects - A button that switches between Edit and Play mode, in which the scripts will run. - A start function that runs the code attached to the object whenever the object is loaded. - A update function that runs the code attached to it every frame the object is loaded.

    No due date
    1/4 issues closed
  • While the `Shader` class has supported us in implementing rasterization and basic lighting (i.e. Phong shading), it now limits us from implementing new features such as shadow maps, UV texture mapping, and more. If we want to continue building upon the rendering pipeline, it is imperative that we rebuild rendering pipeline to support the following: - modern versions of GLSL and HLSL can be compiled and executed - multiple shaders can execute sequentially - shaders and OpenGL buffers are decoupled to minimize data transfer between CPU and GPU To show that we have successfully rebuilt the pipeline, the following features must be implemented: - An up-to-date shader that implements Phong shading - Shadow Maps for all light sources in a scene - UV Texture mapping

    No due date
    0/5 issues closed