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derp's Issues

Plan Scene Graph

How will the entity/component system look like?

Keep in mind

  • extensibility
  • performance
  • initialization/deinitialization order
  • deep serialization (orange)

Text rendering

Low-level text rendering

  • Font loading
  • Render text to a texture
  • Calculate text width
  • Colours (should be fairly easy with the vertex color attribute - would even support gradients)
  • Maybe the TextComponent should be/have a sprite internally?

Implement render system

Proposed call stack

  • `Window.render()?
  • each viewport in the window: viewport.render()
  • viewport.camera.render()
  • camera.node.rootNode.render()
  • recursively, each child node node.render()
  • each component: component.render()

MeshComponent and SpriteComponent override the render() method to do their stuff.

Suggestions?

Plan GameState structure

There have to be gamestates... what do we need, how can they be implemented?

  • intelligent resource loading/unloading
  • transitions
  • stacking / peeking

Compiling derp engine fails under dmd v2.060 linux

When I run make code compilation fails with this error message:

orange/util/Reflection.d(497): Error: function orange.util.Reflection.newInstance (TypeInfo_Class classInfo) is not
callable using argument types (const(TypeInfo_Class))
orange/util/Reflection.d(497): Error: cannot implicitly convert expression (classInfo) of type const(TypeInfo_Class) to string
make[1]: *** [lib/32/orange/util/Reflection.o] Error 1
make[1]: Leaving directory `/home/erdem/Çalışmalar/derp/externals/orange'
make: *** [dep] Error 2

I tried to delete orange directory. Reclone orange library and it compiles fine.

Windows Support

do we support windows yet?
i know 3 people who want to test derp, but don't want to install linux.

(i'm stll on the project btw, just no spare time atm)

Fix shader on Catalyst Drivers

Currently herpderp will not run on my system with Catalyst for driver, Catalyst returns the message "Failed to compile shader" when I try to run herpderp while trying to use the fragment shader.

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