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Preliminaries to a collision detection system. Computational geometry, basic graphics, OpenGL and C.

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LucasPayne/collision

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update 1

Preliminaries to a collision detection engine (or whatever else). Learning OpenGL, structuring a project, more C.

Currently working on an entity system.

Then, a basic polygon editor using this entity system, UI utilities, and integrate into file explorer to quickly edit polygon data, so a start to a "game editor".

build/poly_view is the start of this, a rudimentary viewer for polygons. Polygons can also be read from ascii-grid files.

update 2

Before doing collision, I want to do a mesh loading system, with texturing, asset management, ... Then there may be some interesting stuff to collide.

Entity system - works relatively well, reasonable frame rate at 10000 cubes with multiple aspects and behaviours + 100 new flying spheres a second. OpenGL facilities wrappers (handles uploading to vram, etc., managing vertex formats) A "Renderer" encapsulates shader programs and the uniforms that need to be updated when you draw a mesh with this renderer. A renderer can draw meshes that have a superset of the vertex format bits specified by the renderer (that probably are needed by its shaders). Mesh loading PLY file format querying, I underestimated this. Could just use a library but I want to learn how to write things like this. Facilities for using a PLY file as a generic database file and querying data to be packed into a given format in application memory. I think this will be very useful, and could be the format I use for numerical "cluster"/collections data.

I want to learn how to write facilities that do lexing, parsing, custom command formats, configuration files, serialization, etc., seems neccessary. Learning flex/bison.

priorities: Image loading Materials system Model assets, textured mesh objects (render a Stanford bunny, etc.) Eventually ... Later, some sort of wrapper around the entity system to make "game objects", possibly from reading a file format which loads aspects and fills properties and gets resources. Then could put this format in-line and quickly make a game object with a model (material,images + mesh, ...), a file with object logic, a rigidbody aspect, ...

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