Syntropy Roadmap
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Main Path (Learn Open GL) - TodoList
- Actuaclly swithing more is a big memory leak but who care ?
- Class scene object avec Une ref a une transform 3 vecteurs pour les matrices + Hierarchy display in Scene tab + World.h / World.cpp
- Big tension entre GameObject & WorldObject actually, mais normal
- Parent Application Class + Virtual things ?
- Phi + Baleines + Cats
- Refaire une skybox maison
- Add renter textures for differents maps views (different buffer, could be nice)
- Gérer le buffer d’inputs avec process
- Mesh : Use Texture Class
- Resource Loader —> remove file loading code from Shader.cpp to resourceLoader.cpp
- Resources loader : node view en éditeur
- Mesh Reload from IMGUI + Filesystem
- Camera : F to focus current mesh ?
- Next Video : Nouvelle Era - Clozee ou sons de Saudea ?
- Flag for post process FragCoord influence
- RayLibEngine at some point ? Game or Jam maybe ? Or Haxe/Heaps… At Least Ray = C++
- Finnish Advanced Lighting
- Finish Advanced GLSL
- Implement Frustrum Culling
- Implement Basic Physics
- Éditeur shader dans IMGUI pour faire comme shadertoy ?
- Tracy integration for profiling ?
- Render Doc For Frames ?
Breakout
- Avoir de meilleurs couleurs / différentes couleurs pour les briques gameplay + custom textures
- Music on hit + big sound thinggy game for un max de juice
- Improve style and FX (Shapes)
- Render Texts
- Level Win
- Juicy un max, post process/ shader un max
- Menu & Progress
- Box2D ?
- Draw BoxExtents / Collider ?
- Instance GPU particles
Core Goals for Portolio
- Finish Learn open GL
- 1] ShadowMaps : Require Advenced Lighting
- 2] PBR : Industry Standard (Require Gamma Correction, FrameBuffer, Cubemaps, HDR)
- 2] Deffered Rendering : Requir at least both above I guess. Last fight ?
- 3] One thing from a reasearch / siggraph paper : Volumetric Clouds ? Simulation ? GI / Cascade Radiance .. ? You’ve got time :)
GPU Instancing (Advanced Fun Goals)
- Grass Shader With Vertex displacement + Color UV + Instancing (voir Acerola)
- (+Particles + Instancing ?) (Cool veritasium video on complexe plants though)
- Terrain Generation at runtime + Triplanar Textures (Terrain Shader)
Later Features
- Dynamic Environment Mapping (6x framebuffer and runtime cubemaps for reflection/refraction but perf ?)
- Todo : Reflection map (Cubemap – Reflection)
- Todo : Refraction Map (Cubemap) + Light, Refraction, Reflection, Vertex Anim = Water Shader :D
- Tint les ombres de la diffuse (toon diffuse shader + color ramp ?)
Bug
- Linear/Quadratic Attenuation calculation seems weirds / off ? :/
- Fix Orthographic Camera
- DrawCall Bugger parce que pas pris en compte dans Mesh.Draw (todo : Class Renderer qui wrap tout les calls opens GL)
- camere scroll speed pas pris en comtpe
- Fix Skybox loading ?
Engine Features
- FaceCulling v2
- Blending v2
- Render Doc Plugin / Pix ?
- ImGuizmo 3D (John Shapman) : https://github.com/john-chapman/im3d
- Settings system config with plain text and hot reload
Engine Struture
- Color Class / Struct (ou lib)
- Utility Class
- Faire des classes (Framebuffer, GameObject…) même wip, marre de dupliquer des VAO/BVO
Inital Goals
Initial goals for this projects. They were maybe kinda naive, and evolved as the project did. Like, in the beggining, I had no idea of what was Global Illumination.
- PostProcessing Effects : v1 working
- ToonShader : v1 working
- View Mode : kinda ok - Normal shader could be cool - (normals, heatmaps…) + Framebuffer on quad on side
- Shadowmaps : not implemented.
- PS1 Shading : not implemented.
- Global Illumination : not implementend.
- Particle System : not implementend.
Misc - Todo : Class this
- Voir vidéo Acerola pour idée de post process
- Voir ça : https://noclip.website/ pour idéees
- Checker the cherno at some point
- Check la playlist thearlesvfx
- Revoir les refs de OpenGL Effects pour des idées de trucs à implémenter at some point
References
Books
Todo : Add Links
- 3D Maths Primer for Graphics and Game Dev
- Real Time Rendering Fourth Edition
- GPU gems + Acerola refs
- PBR Games : From Theory to Implementation
Radiance Cascades