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Karl Zylinski a7c13160f0 todo 7 mesiacov pred
examples 01165a04da Draw rectangle outline and default to alpha blending 7 mesiacov pred
.gitignore 55530943ce gitignore 7 mesiacov pred
LICENSE 361c3c9672 Snake example 7 mesiacov pred
README.md a7c13160f0 todo 7 mesiacov pred
karl2d.odin b8863198ac Split into batches when you change camera 7 mesiacov pred
karl2d_raylib.odin ef2e77b4f0 Win32: Open window, clear background, basic keyboard input things. 7 mesiacov pred
karl2d_windows.odin ceff6b68ce release blend state 7 mesiacov pred
shader.hlsl b54446f413 Camera rotation 7 mesiacov pred

README.md

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.

What features of Raylib will not be included?

  • 3D
  • Some maths things that can be found in Odin's core libs

Might no be included:

  • Time management (use core:time instead)

TODO

Here follows my near-future TODO list

  • 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.

DONE

  • 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