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astrofra edited this page Sep 2, 2022
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Welcome to the hg-core wiki!
- production format (existing HG 3.2.3 format, BGFX-based ?)
- runtime format
- assets conversion (compilation) to the runtime format:
- equivalent of
assetc
, based on an existing makefile system (Ninja ?)
- equivalent of
- Runtime files are binary only (no Json):
- scenes, objects, etc... -> binary
- No specific render pipeline:
- no lightsource
- no shadow map
- no specific post processing stack
- materials muse have blending opaque/alpha/alpha cut, zwrite, etc...
- shall support "AR Composer"-type shaders:
- texture2D
- uniforms (exposed to the API and controled by a timeline/animation)
- shaders are implemented in "GLSL"-like
- transpiled to DX, GL or VK when running in desktop (production time)
- transpiled to GLES when running on the embedded target (runtime)
- transpiler is based on SpirV-cross
⚠️ define an output format for the runtime shaders of HG Core ?- Sokol brings its own format. Is it a good idea to create a new dependency on it?
- Custom format?