feature/imgui-sdl
points-test
Last change
on this file since 99d44b2 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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File size:
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[e856d62] | 1 | TODO
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[1a530df] | 2 | ==========
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[9cd92ae] | 3 | - Switch the game to use SDL and Vulkan (based on the test program I already made)
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| 4 | - Will require switching the UI from IMGUI to Vulkan
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| 5 | - Make window resizing and fullscreen mode work correctly
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[e856d62] | 6 |
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[e6bc0f4] | 7 |
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| 8 | LONGTERM TODO
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| 9 | ==============
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| 10 |
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[a8c958b] | 11 | Phase 1
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| 12 | -Allow the ship laser to be upgraded after killing a certain amount of asteroids
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| 13 | -There will be two upgrade levels that change the laser color and increase its damage
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| 14 | -Go over the code again and fix the remaining TODO items
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| 15 |
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| 16 | Phase 2
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| 17 | -Look for ways to make the game engine more generic
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| 18 | -Maybe separate out the camera controls
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[e5d4aca] | 19 | -Turn the game into more of an overhead view RTS where you can use the mouse to select and move ships
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| 20 |
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| 21 | Apparently a new pipeline is required for every type of shader
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| 22 | However, it seems like I should only need one swap chain
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| 23 | Seems like I'll have to create a new set of framebuffers and a new set of command buffers as well
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| 24 |
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| 25 | I will definitely have to create new command buffers, since that's where I specify the vertex buffers and
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| 26 | index buffer for the draw operation
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| 27 |
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| 28 | We'll need to have a separate command buffer for every framebuffer in the swapchain
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| 29 |
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| 30 | Actually, I could probably just have multiple vkCmdDraw calls in each command buffer and rebind to a different
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| 31 | pipeline between each one
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