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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1 | TODO
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2 | ==========
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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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6 |
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7 |
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8 | LONGTERM TODO
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9 | ==============
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10 |
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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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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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