kyle-emmerich / blueshift-engine

High performance C++ game engine in early development

Home Page:https://noxastra.com/engine

Geek Repo:Geek Repo

Github PK Tool:Github PK Tool

Rendering subsystem

kyle-emmerich opened this issue · comments

The rendering subsystem encompasses a lot of different things and serves as an abstraction layer between the rendering library (bgfx) and the game engine's scene management.

Since Blueshift is intended to be of extreme performance with photorealistic graphics, special considerations must be made that are as of yet undecided. However, certain things are universal and will be parameterized below:

  • Load model from formats, see issue #8
  • Model format -> vertex buffer
  • Shader building (bgfx's shaderc)
  • Basic indexed rendering
  • Core Shader library

This is pretty much done. Other concerns now, like texturing.