A WIP C# 2D game engine, for use in Harpy Raiders
Stars
8
Forks
0
Watchers
8
Open Issues
0
Overall repository health assessment
No package.json found
This might not be a Node.js project
84
commits
Added the shuffle methods to ExtendedRandom, PickRandomNonRepeating method
7525c21View on GitHubGraphics pipelines can now be created for shaders without descriptor sets, added a clean Demo test project to showcase creating a window and drawing a simple triangle with Vulkan in 75 LOC!!
d0f8ff7View on GitHubCode cleanup, ModWrapped and AngleDifference Mathf functions, added GLFW preprocessor condition, inlined a bunch of graphics things, added MonitorData
3af5313View on GitHubConcurrent write bugfixes for transitionimagelayout, inlining for sparsearray, other fixes
f75c25fView on GitHubRefactored input system to now be dependent on window instead of having a single static inputState, fixed VkMemory glitch, shader staging data mutable state now updates properly, used to calculate whether descriptor sets should be updated ie no longer need to update every uniform every frame
40b51c5View on GitHubWriteDescriptorSets now writes multiple array elements at once instead of having multiple writes for each element, preliminary stages of implementing compute shaders
5b5b4d6View on GitHubadded weighted random to ExtendedRandom, aggressive inlining for some things, memory safety when presenting swapchain
f454cf2View on GitHubWindowGLFW now properly calls onKeyPressed delegate even if inputAction is not pressed, aggressive inlining for Mathf class
b754519View on GitHubWGPU work, pending PR, added conditional dependencies to Somnium.Framework project
32fa962View on GitHubRemoved Graphics.Clear(), Graphics.ClearBuffer() now starts an empty renderpass instead, added new primary method of clearing buffers via specifying a clear color in Graphics.SetPipeline, fixed some hashing glitches via the dedicated VkRenderPassHash struct
28b61d1View on GitHubAdded VkRenderPassHash in the place of uint hashcode for renderpasses
002c310View on GitHub