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4h 23m 19s logged

refactoring for editor foundation

Refactored rendering and culling systems and made broader architectural changes to decouple the game from the application layer.

Rendering & Culling

  • Refactored frustum culling logic to be lil more performant and generally cleaner
  • Cleaned up and improved parts of the rendering pipeline since i had alot of old unused code lurking in them since i switched to a multithreaded architechture

Application Architecture

the engine is now structured around an ApplicationLayer system.

  • The core Application class now runs a single active ApplicationLayer
  • Each layer exposes:
    • Init
    • Update
    • Render
    • Shutdown

Game class refactor

  • The Game implementation has been converted into a derived ApplicationLayer
  • Game logic is now fully driven through the layer system instead of hardcoded to the application class (the different executable mains decide now)

Editor Layer

  • added a new EditorLayer
  • Intended for a future scene editor application.
    (right now all it does is render a given scene on the screen)

CMake changes

reworked the project to generate multiple executables:

  • obliberry_engine core engine executable (ig runtime)
  • obliberry_editor editor application layer

changes:

  • Engine and core systems (i.e ObSL, Renderer, etc) are now compiled as libraries
  • Executables link against shared engine libraries instead of duplicating code
  • Editor executable links against engine modules

summary

  • Game logic is now layer-based
  • Engine and tools are separated
  • Editor can proceed independently from the game runtime
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