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# Hibis Engine - Feature TODOs
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# Hibis Engine - Feature TODOs
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## Core Module
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## Core Module
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- [ ] BetterC compatibility
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### Base
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- [ ] Texture loading
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- [ ] Model loading
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- [ ] Base Renderer class
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- [ ] Base Renderer class
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- [ ] Base Physics class
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- [ ] Base Physics class
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- [ ] Figure out how scenes should be handled
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- [ ] Figure out how scenes should be handled
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- [ ] Split other sections into seperate libraries (renderers, physics)
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- [ ] Split other sections into seperate modules (renderers, physics)
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- [ ] Application class (where the main loop is handled)
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### 2D/3D
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- [ ] Texture loading
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- [ ] Model loading
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## Audio Module
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## Audio Module
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### Base
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- [ ] OGG and WAV support (do first)
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- [ ] OGG and WAV support (do first)
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- [ ] MP3 (later)
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- [ ] Soundfont and Midi support (ideal)
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- [ ] MP3 (later, can just ignore)
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- [ ] Loop audio (with timepoints)
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- [ ] Modify sound/pitch of outputted audio
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### 2D/3D
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- [ ] Position-based audio
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## Hibis UI (NEEDS A NAME)
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## Hibis UI (NEEDS A NAME)
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- [ ] GUI creation
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- [ ] GUI creation
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- [ ] Text Object (rendering via FreeType2)
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- [ ] Text Object (rendering via FreeType2)
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## RGLCore (2D AND 3D)
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## Aethiopicus (Vulkan renderer, 2D and 3D)
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- [X] Window creation
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### Base
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- [ ] Renderer creation
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- [X] Window creation (via GLFW)
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- [ ] Render present
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- [ ] Basic deferred renderering system
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- [ ] Clear renderer
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- [ ] Texture drawing
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- [ ] Draw section of texture from sprite sheet
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## RVK (2D AND 3D, NEEDS A NAME)
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- [ ] Window creation (either using GLFW or a custom window creator)
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- [ ] Basic deferred renderer
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- [ ] Render present
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- [ ] Render present
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- [ ] Clear renderer
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- [ ] Clear renderer
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- [ ] Figure out how the renderer should even work
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- [ ] (DO FOR A VERY LATE VERSION) Replace GLFW with a custom window creator to reduce bloat (I will not be using most of GLFW's shit)
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### 2D
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- [ ] Texture drawing
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- [ ] Texture drawing
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- [ ] TileMaps
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- [ ] TileMap Culling
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### 3D
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- [ ] Model drawing
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- [ ] Model drawing
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- [ ] Culling (hiding what you can't see)
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- [ ] Model Culling (hiding what you can't see)
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- [ ] Level of Detail (3D ONLY, might not impl (developers using Hibis could do this themselves))
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- [ ] Level of Detail (3D ONLY)
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## Hibis Physics (NEED A NAME)
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## Hibis Physics (NEED A NAME)
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### Base
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- [ ] Physics Shape creation
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- [ ] Physics Shape creation
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- [ ] Option to *allow* for Physics Shapes to be able to be drawn (on by default, both compile time and run time, turn off at compile time via a flag (`-DNoPhysShapeDraw=1`?)) (official releases will include PhysShapeDraw capabilities)
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### 2D/3D
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- [ ] Raycasting
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- [ ] Collision via raycasting
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- [ ] Collision via raycasting
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- [ ] Option to *allow* for Physics Shapes to be able to be drawn (on by default, both compile time and run time, turn off at compile time via a flag (`-DNoPhysShapeDraw=1`?))
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- [ ] Space type-specific shapes
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## Examples
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## Examples
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- [ ] Example: UI test
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- [ ] Example: UI test
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- [ ] Example Game: Megaman clone
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- [ ] Example Game: Megaman clone (external repo)
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- [ ] Stress test using sprites
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- [ ] Stress test using sprites
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- [ ] Stress test using models
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- [ ] Stress test using models
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#version 330 core
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out vec4 FragColor;
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void main() {
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FragColor = vec4(0.8f, 0.3f, 0.02f, 1.0f);
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}
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#version 330 core
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layout (location = 0) in vec3 aPos;
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void main() {
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gl_Position = vec4(aPos, 1.0);
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}
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