Updated Markdown Documents

- Added new screenshot
- Removed two unnecessary screenshots
- Moved screenshots to a separate showcase markdown file
- Updated the Todo list
- Removed the features markdown file and added it to the README
- Moved development instructions to a separate Development markdown file
This commit is contained in:
Nigel Barink 2022-12-28 23:49:55 +01:00
parent 3a9c07aff9
commit 3722e63495
9 changed files with 90 additions and 86 deletions

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## Requirements
*_NOTE:_ Right now the build proces of some third party libraries have not been converted and may need special tooling*
#### Software
* Premake
* Git
* C++ Compiler
## Windows development workflow
User premake to generate project files for the approperiate build method.
On Windows I assume you'll build with visual studio
```bash
User:~$ premake vs2022
```
## Linux development workflow
Use premake to generate project files for the approperiate build method.
On Linux I assume you'll build with something like make.
```bash
User@Machine:~$ premake gmake2
```

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# Yoggie Engine features
## Features
**NOTE** __Not in any particular order__
- Rendering
- OpenGL
- Vulkan
- Logging
- Different for debug and release
- Different per OS
- Physics
- PhysX
- Alternative for non-nvidia stuff?!
- Basic Entity Component system
- Graphical scripting ??
- Scripting support ( idk what language)
- LUA
- Configuration options
- JSON
- LUA
- YAML

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# Yoggie Engine # Yoggie Engine
<img src="Screenshots/Yoggie.webp" width="400" ></img> <img src="Screenshots/Yoggie.webp" width="160" ></img>
## Goal
Must support building a full game in 48 hours.
The goal is to build a mature enough engine to be capable of using during game jams.
## Screenshots ## Features
*_NOTE:_ Just because it is listed as a feature here does not imply it has been nor guarantees it ever will be implemented*
- Rendering
- OpenGL
- Vulkan
- Metal (Possibly)
- Logging
- Different for debug and release
- Physics
- PhysX
- Jolt Physics
- Entity Component system
- Graphical scripting (Possibly)
- Scripting support
- LUA
- C# (for object orientated approaches to gamedev)
- Configuration options
- JSON
- YAML
- INI
<img src="Screenshots/screen1.png" width="300"></img> \ ## More docs
<img src="Screenshots/screen2.png" width="300"></img> \ [Todo list](TODO.md) \
<img src="Screenshots/YoggieEditor.png" width="300"></img> \ [Planning](https://git.barink.dev/Nigel/MyGameEngine/projects)\
<img src="Screenshots/YoggieEditor_workingGuizmo.png" width="300"></img> \ [Development](DEVELOPMENT.md)\
<img src="Screenshots/YoggieEditorV0.2.png" width="300"></img> [Show case](SHOWCASE.md)
## Planning
see [TODO](docs/TODO.md) \
see [Features](Features.md)
_NOTE:_
The planning is moving away from markdown in favor
of gitea Projects. New planning will be visible on [this page](https://git.barink.dev/Nigel/MyGameEngine/projects).
## Requirements
#### Software
* Premake
* Git
* C++ Compiler
## Windows development workflow
User premake to generate project files for the approperiate build method.
On Windows I assume you'll build with visual studio
```bash
User:~$ premake vs2022
```
## Linux development workflow
Use premake to generate project files for the approperiate build method.
On Linux I assume you'll build with something like make.
```bash
User@Machine:~$ premake gmake2
```

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## The engine development in pictures
__Testing OpenGl with ImGui as a concept__
<img src="Screenshots/OpenGLAndImGuiTest.png" width="300"></img>
__Working on docking with different windows using ImGui__
<img src="Screenshots/YoggieEditor_workingGuizmo.png" width="300"></img>
__A first more complete look of the engine__
<img src="Screenshots/YoggieEditorV0.2.png" width="300"></img>
__Mixing deferred and forward rendering and adding a skybox__
<img src="Screenshots/ImprovedRendering.png" width="300"></img>

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# Project Planning # Project Planning
**NOTE:** __Fairly detailed planning__ <input type="checkbox" checked> Setup build system</input>\
<input type="checkbox" checked>Link with GLFW</input>\
<input type="checkbox" checked>Link GLEW or GLAD</input>\
<input type="checkbox" checked></input> Setup build system \ <input type="checkbox" checked>Basic Window</input>\
<input type="checkbox" checked></input> Link with GLFW \ <input type="checkbox" checked>Work on basic logging</input>\
<input type="checkbox" checked></input> Basic Window \ <input type="checkbox" checked>Running LUA</input>\
<input type="checkbox" checked></input> Basic Triangle rendering \ <input type="checkbox" checked>Basic triangle rendering</input>\
<input type="checkbox" checked></input> Basic IMGui \ <input type="checkbox" checked>Load model files</input>\
<input type="checkbox"></input> Basic Textures \ <input type="checkbox" checked>Basic ImGui </input>\
<input type="checkbox" checked></input> Link GLEW or GLAD \ <input type="checkbox" checked>Skybox support</input>\
<input type="checkbox" checked></input> Work on basic logging \ <input type="checkbox">Basic Textures <i>(Soon)</i></input>\
<input type="checkbox" checked></input> Input handling \ <input type="checkbox">More shader work <i>(Hopefully coming in January)</i></input> \
<input type="checkbox"></input> More shader work \ <input type="checkbox">Input handling <i>(Soon)</i></input>\
<input type="checkbox" checked></input> Load FBX model files \ <input type="checkbox">Basic Physics <i>(Almost implemented)</i></input>\
<input type="checkbox"></input> Basic Physics \ <input type="checkbox">Lua Scripting <i>(Soon)</i> </input>\
<input type="checkbox" checked> Running LUA \ <input type="checkbox">Basic Sound system</input>
<input type="checkbox"> Lua Scripting \ ### What's next?
<input type="checkbox"></input> To far in the future I am not sure what's going to be added next
## Resources ## Resources
https://renderdoc.org/ \ https://renderdoc.org/ \