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Modules
Dependencies:
- Boost (or not)
Manage logs system.
Is mostly used by other modules
Dependencies:
- Log
Define core definitions of objects. Super classes that are used by all scene elements and that contains proxy tools for networking
Dependencies:
- Log
- glm
- assimp
Structuration of a 3d scene.
Definition of most resource objects. (Mesh, Texture, Material, ...)
Implementation of the node hierarchy tree system with a parent-children relationship.
Each nodes have identifier, relative transforms, references to resources objects, some metadatas and other informations used by other modules.
Dependencies:
- Log
- Scene
Manage creation and usage of 2d user interface widgets.
Has functions to handle mouse and keyboards events but expect another module to receive and send them.
(maybe) Render itself inside a texture but need to see how the graphic engine manages it.
Dependencies:
- Log
- Scene
- vulkan
- Widgets
Manage usage of vulkan objects. Can render a given scene in a given framebuffer parsing object that have buffer generated. Create metadata to scene objects that are parsed but not generated.
Dependencies:
- Log
- Graphic
- glfw
Management of windows creation/destruction and application environment.
Handle keyboard/mouse IO.
Gives framebuffer and a scene to the Graphic module to render it.
Dependencies:
- Log
- Scene
- Bullet (if we don't care about bonuses)
Update physic elements from a scene and handle collisions.
Can collide spheres, cubes and voxel world.
Dependencies:
- Log
- Scene
- OpenAL (or something else)
Manage the loading of sound effects and music in a scene.
Can play or stop sounds.
play sound in 3d and calculate sound location according to the camera or hearing point.