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quadric engine

OpenGL-based engine for creative programming in C++17.

Demo quadric engine

Dependencies

Following packages need to be installed:

  • libglvnd-dev
  • GLFW3 (libglfw3-dev and libglfw3) not the wayland version!
  • GLM (libglm-dev)
  • eigen3 (libeigen3-dev)
  • glad (python3-glad)
  • gcc

Optional:

  • glslang-tools (for GLSL code linting)

Building and running

git clone https://github.com/thomasbbrunner/quadric-engine.git
cd quadric-engine
mkdir build
cd build
cmake ..
make
cd ../
./bin/quadric-engine

TODOs

  • Remove singletons and global variables
  • Add right version to glad loader
  • Formatting according to a standard (google style guide)
  • Port geometries to templated classes and make generation of vertices run at compile time
  • Make entire interface more like a library and less like a framework
    • compile as a static library (no main function, wrap in namespace quadricengine/qe/quad/quadric)
    • more control and flexibility to the developer
    • less time for implementation of new features
  • Improve shader support
    • add debugging shader (fall back option, only geometry)
    • add support for shader hot reloading (automatic reload on file save, see C++17 std::filesystem)
  • Clean up git history (tags)
  • Improve Scene object:
    • Remove automatic merging of geometries, and save each geometry in a vector/array.
    • Instead, allow the creation of a new geometry from merged geometries, which could then be used in a scene.
  • Re-add OpenGL ES support
  • Do proper C++ casting
  • Look into WebGPU
  • Don't append all geometries together, scenes should be composed of different geometries. Appending geometries should be done by creating another geometry.
  • Make code work properly under wayland