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License: Other
2D Game Engine
License: Other
NGL = graphics library (similar to OpenGL)
NSL = shading language (similar to GLSL)
NEGL = API for integration with WM (similar to EGL)
Support for going windowed or fullscreen
Make it so that shadows that span multiple Z layers are treated correctly
Based on the player's previous movements, and an AI (not influenced by player's actions), predict the player's next movements.
Implement level hotspot support
Once NVMath is finished, of course...
Real-time water physics simulated puddles.
Overkill? Yes. Fun? Hell yeah!
Something larger than 1px
I'm thinking that the camera should be simply a matter of having the player constantly centered, as long as this doesn't inconvenience the level.
I.e.
camera_middle = NCLAMP(player_middle, (screen_width / 2), level.width - (screen_width / 2));
Use real-time shadows instead of prerendered shadows for level layers
Shadows locations are calculated as normal, but the alpha is determined by the proximity of another light
Should be just a matter of getting glViewport and glOrtho working together
Test suite for various components, to help ensure zero regressions
Full wayland support
Add OpenGL 3 rendering support to the windows backend
Lightning effects
With features like:
Enable light tinting
Possible implementations:
Menu framework
This'll make it a heck of a lot faster to decode
Rain effects
Add Mac OSX backend
Algorithm in mind:
Set header stuff
Make array: contents
For i in raw:
Check if in palette. If so, add palette ID to contents. If not, add color to palette, then add the new palette ID to contents
Write palette info to file
Write contents to file
Remake how shaders are handled ... use in-source shaders, vs text file ones
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