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il y a 5 mois | |
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| .github | il y a 6 mois | |
| api_doc_builder | il y a 6 mois | |
| examples | il y a 5 mois | |
| handle_map | il y a 6 mois | |
| .gitignore | il y a 6 mois | |
| LICENSE | il y a 7 mois | |
| README.md | il y a 5 mois | |
| karl2d.doc.odin | il y a 6 mois | |
| karl2d.odin | il y a 5 mois | |
| render_backend_d3d11.odin | il y a 5 mois | |
| render_backend_interface.odin | il y a 5 mois | |
| roboto.ttf | il y a 5 mois | |
| shader.hlsl | il y a 6 mois | |
| window_interface.odin | il y a 6 mois | |
| window_win32.odin | il y a 6 mois |
This library is NOT ready for use!
Karl2D is a work-in-progress library for creating 2D games using the Odin Programming Language.
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.
Might not be included:
core:time instead)Here follows my near-future TODO list
basic text rendering
should gamepad come from separate interface than window?
add more window flags
get_camera_view_matrix returns Mat4... should we go hardcore 2D and return Mat3 so you can do mat * Vec3{pos.x, pos.y, 1} for positions and mat * Vec3{dir.x, dir.y, 0} for dirs?
win32: Gamepad support
Do proper checks of vertex count and dispatch rendering when full
Should we sort by depth? Maybe we should use Vec3 because some 2D games rely on it?
Textures: Make the sampler state configurable
Textures D3D11: Do we need the SRV in the texture?
Shaders: Reflect and expose samplers
mipmap support
set filtering: for scaling up, down and mipmap
shader.hlsl