.. | ||
COMPILATION.md | ||
README.md |
Todo
Here some ideas for improving this tiny engine:
Rendering
- replace the OpenGL renderer with a Vulkan backend
- add sprite atlas support (test case Kenny flappy bird)
- add animatable sprites (access to UV mapping and tiling)
- add a SDF based renderer (parametric tiles and font rendering)
Game Support
- audio!
- some minimal animation system with tweening with different f-curves
System Level
- add a
Asset
handler to load cache and manage assets - introspection of file system if we load asset
Design
- replace some of the 'unknown source' assets
Build / Dev Support
- add a test rig either with Snitch or Catch2
- write some reasonable testcases
- add CPU and GPU benchmarks to address various issues
Performance
For such a small engine, this should never happen:
Performance counter stats for 'bin/paradiso_pong':
555,35 msec task-clock:u # 0,042 CPUs utilized
0 context-switches:u # 0,000 /sec
0 cpu-migrations:u # 0,000 /sec
4.072 page-faults:u # 7,332 K/sec
319.484.735 cycles:u # 0,575 GHz
358.165.995 instructions:u # 1,12 insn per cycle
86.037.942 branches:u # 154,926 M/sec
2.469.068 branch-misses:u # 2,87% of all branches
13,092775373 seconds time elapsed
0,311565000 seconds user
0,247491000 seconds sys
above run with perf stat bin/paradiso_pong
shows some really bad performance issues.