Karl Zylinski 7 tháng trước cách đây
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2 tập tin đã thay đổi với 19 bổ sung28 xóa
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      README.md
  2. 0 9
      todo.txt

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README.md

@@ -1,30 +1,30 @@
 ___This library is NOT ready for use!___
 
-Karl2D is a WIP library for creating 2D games using the Odin Programming Language.
+Karl2D is a work-in-progress library for creating 2D games using the Odin Programming Language.
 
-The API is based on Raylib, but adapted to my tastes.
+The API is based on Raylib because I like that API. But the implementation is meant to have as few dependencies as possible (only `core` libs and rendering APIs in `vendor`). The API will not be identical to Raylib. I'll modify to fit Odin better etc.
 
-In its current state, Karl2D wraps Raylib. But in the long term the library will have its own implementation that only uses `core` libraries and rendering APIs from `vendor`.
+## What features of Raylib will not be included?
 
-Big upcoming tasks:
-* Port raylib examples to figure out API surface
-* Write a Windows + D3D11 backend (no more Raylib)
+* 3D
+* Some maths things that can be found in Odin's core libs
 
-## Why does it wrap Raylib?
+Might no be included:
+* Time management (use `core:time` instead)
 
-I know Raylib very well. I like it, but I would like to have something written in native Odin. Having a native library is great for debugging, among other reasons. There are a few things I'd like to change about Raylib as well. So this library is meant to solve all those things.
+## TODO
 
-However, since I like Raylib, using something similar to its API is a good starting point. The steps towards a native Odin library independent of Raylib are:
-- Wrap Raylib
-- Modify the API to my tastes, within what is possible while still wrapping Raylib
-- Write a new implementation that uses native OS windowing APIs and rendering APIs
-- At this point I have more control and can further refine the API
+Here follows my near-future TODO list
 
-## What features of Raylib will not be included?
-
-* 3D
-* Some maths things that can be found in Odin's core libs
+* Do proper checks of vertex count and dispatch rendering when full
+* Should we sort by depth?
+* Load textures and somehow bind to shader -- split draw calls on texture switch -- needs a start of a batch system.
 
-Audio support isn't planned at first, but may be added later. Until then you can use `vendor:miniaudio` or similar.
+## DONE
 
-I might skip the GetFrameTime / GetTime from Raylib and let the user use `core:time` instead.
+* Make 0, 0 be at top left (should vertex data be flipped, or is it a transformation thingy?)
+* Construct vertex buffer from k2.draw_blabla calls. Do we need index buffer? 🤷‍
+* Organize the d3d11 things neatly. It's just a hack right now!
+	* enable debug layers
+	* asserting on hresult and checking errors
+	* clean up on shutdown

+ 0 - 9
todo.txt

@@ -1,9 +0,0 @@
-X Make 0, 0 be at top left (should vertex data be flipped, or is it a transformation thingy?)
-X Construct vertex buffer from k2.draw_blabla calls. Do we need index buffer? 🤷‍
-X Organize the d3d11 things neatly. It's just a hack right now!
-	X enable debug layers
-	X asserting on hresult and checking errors
-	X clean up on shutdown
-* Do proper checks of vertex count and dispatch rendering when full
-* Should we sort by depth?
-* Load textures and somehow bind to shader -- split draw calls on texture switch -- needs a start of a batch system.