source: opengl-game/TODO.txt@ 7bf5433

feature/imgui-sdl points-test
Last change on this file since 7bf5433 was e5d4aca, checked in by Dmitry Portnoy <dmitry.portnoy@…>, 5 years ago

Create separate descriptor pools and descriptor sets for each shader group and start removing unnecessary elements from the overlay shaders

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[e856d62]1TODO
[1a530df]2==========
[9cd92ae]3- Switch the game to use SDL and Vulkan (based on the test program I already made)
4 - Will require switching the UI from IMGUI to Vulkan
5- Make window resizing and fullscreen mode work correctly
[e856d62]6
[e6bc0f4]7
8LONGTERM TODO
9==============
10
[a8c958b]11Phase 1
12-Allow the ship laser to be upgraded after killing a certain amount of asteroids
13 -There will be two upgrade levels that change the laser color and increase its damage
14-Go over the code again and fix the remaining TODO items
15
16Phase 2
17-Look for ways to make the game engine more generic
18 -Maybe separate out the camera controls
[e5d4aca]19-Turn the game into more of an overhead view RTS where you can use the mouse to select and move ships
20
21Apparently a new pipeline is required for every type of shader
22However, it seems like I should only need one swap chain
23Seems like I'll have to create a new set of framebuffers and a new set of command buffers as well
24
25I will definitely have to create new command buffers, since that's where I specify the vertex buffers and
26index buffer for the draw operation
27
28We'll need to have a separate command buffer for every framebuffer in the swapchain
29
30Actually, I could probably just have multiple vkCmdDraw calls in each command buffer and rebind to a different
31pipeline between each one
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