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fillwave's Issues

Mesh containers

Model, MeshTerrain, Terrain are all mesh containers.

Integration with renderers should be done differently

Blackberry port

Easy one:

Just use blackberry.toolchain.cmake scrpt from the web.

Text Effects

@MisiuMis

Theory:

Not how "Bold" effect is done (search for eTextEffect enum class)

Related files:

src/hud/Text
inc/fillwave/hud/Text.h

src/loaders/ProgramLoader.cpp
inc/fillwave/loaders/ProgramLoader.h

Requirements:

Each effect should have:

  • eTextEffect enumerator.
  • shader in Program loader

UML - doxygen

sudo apt-get install graphviz, doxygen-gui, doxygen

Generate all possible UML diagrams

Is shared pointer policy really smart ?

std::shared_ptr is pain in the ass actually:

using __gnu_cxx::_Lock_policy;
using __gnu_cxx::__default_lock_policy;
using __gnu_cxx::_S_single;
using __gnu_cxx::_S_mutex;
using __gnu_cxx::_S_atomic;

Try playing with lock policies, or define own smart pointer type to not decrease performance in a way std::shared_pointer does.

Update docs

Doxygen doc and quickstart are not up to date.
(Current review is 4.9.2 but docs are for 4.2.1)

IRenderer

RendererDR,
RendererFR,
RendererPBSP

gleew linking for OSX failed

"_glBindTexture", referenced from:
"_glBlendFunc", referenced from:
"_glClear", referenced from:
"_glClearColor", referenced from:
"_glClearDepth", referenced from:
"_glColorMask", referenced from:
"_glCullFace", referenced from:
"_glDeleteTextures", referenced from:
"_glDepthFunc", referenced from:
"_glDepthMask", referenced from:
"_glDisable", referenced from:
"_glDrawArrays", referenced from:
"_glDrawBuffer", referenced from:
"_glDrawElements", referenced from:
"_glEnable", referenced from:
"_glFrontFace", referenced from:
"_glGenTextures", referenced from:
"_glGetError", referenced from:
"_glGetIntegerv", referenced from:
"_glGetString", referenced from:
"_glPolygonMode", referenced from:
"_glReadBuffer", referenced from:
"_glReadPixels", referenced from:
"_glStencilFunc", referenced from:
"_glTexImage2D", referenced from:
"_glTexParameteri", referenced from:
"_glViewport", referenced from:

clang: error: linker command failed with exit code 1 (use -v to see invocation)

Management refactoring

Branch Refactoring_management in progress.
Shadowing bug on this branch has been notived.

Fix !

Tests

Tests:

  • All HUD elements need testing

MSVC

Try:

set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-undef")

HUD

@MisiuMis

Theory:

https://pl.wikipedia.org/wiki/HUD

Related files:

src/hud
inc/fillwave/hud
inc/fillwave/hud/base

Requirements:

Any HUD element should base from IHUDNode class

HUDS are:

Clickable buttons,
Any 2D on screen indicators

  • Progress bars
  • Menu buttons
  • Text messages
    2D Text,

Degrade

Particles do not have color. There is some problem with texturing. The texture sampled alpha is always 0.

Monitoring Github tools

== Tools in use ==
Travis CI - Test and deploy with confidence (used)
Gitter - Helps developers across the world connect and collaborate
Wercker - Continuously build and deploy containers and microservices
AppVeyor - Cloud service for building, testing and deploying Windows apps
GerritHub - Gerrit is not a tool. It is a way of life.
Zube - Simple, and with good support

== Tools potencially worth using ==
Apiary - Powerful API Design Stack. Built for Developers.

= Code explorer =
Codota - "We will contact you when we are able to build your project." (?!)

== Tools tested and not in use ==
= Management =
ZenHub - good
Planio - Looks strange
Overv.io - good
Code Climate - Analysis, not good for multi language projects
Reviewable - Did not like it
Sprintly - Nice, but is it actually free for open source ? I do not think so.
Aha! - Overkill ! So many features ...
PullApprove - At the moment it literally can just approve pulll request or not.
ReviewNinja - Works slow with big commits (automatically opens big changes)

= Review =
Codacy - Broken

== Tools not tested ==
= CI =
Semaphore - CI and deployment built for speed and simplicity
CircleCI -Automatically build, test, and deploy your project in minutes
Codeship -Highly customizable Continuous Integration with Docker support
AWS CodeDeploy - Automated deployment so you can focus on your product
DeployHQ - Deploy from GitHub in minutes!
Buildkite - Test, build and deploy using your own infrastructure
Quay - Build, Store and Distribute your Containers
AWS CodePipeline - Build, test, and deploy code faster with continuous delivery
Solano CI -Massively Parallel Continuous Integration and Deployment
Snap CI - Hosted CI/CD tool by ThoughtWorks with built-in deployment pipelines
buddybuild - A mobile iteration platform - build, deploy, and collaborate.
Shippable - Simplified DevOps from CI through Deployment (with Docker support)

= Messaging =
Slack - A messaging app for teams

= Management =
HuBoard - Instant project management for your GitHub issues
Waffle - Smart and simple project management for teams
Roadmap - Forecasting, time tracking and issue reporting for developers

= Time tracking =
Everhour - Time management for teams using GitHub

= IDE =
Cloud9 - Your development environment, in the cloud
Atom - Free, open source, hackable text editor

= Merge tool =
Gitcolony - The next generation of pull requests for the enterprise
Hound - Hound comments on style violations in pull requests

= Issue tracker =
Codetree - Lightweight project management for GitHub issues
Instabug - Report bugs and send feedback directly from your mobile apps!
JIRA Software - Issue and project tracking for software teams
Raygun - App performance and error tracking in one platform
Rollbar - Full-stack error monitoring for developers

= Documentation =
GitBook - Write and publish documentation

= Testing =
Codecov - Code coverage done right.
Coveralls - Deliver code confidently with test coverage history and statistics
Datadog - Monitoring that tracks dynamic infrastructure at any scale
Bugsnag - Find and fix errors in your applications

= Translating =
PhraseApp - Localize and translate your software better with PhraseApp
LingoHub - Translations at a glance, integrating with tools you use every day

= Logging =
Sentry - Cross-platform crash reporting and error logging

= Licensing =
CLA assistant - Manage Contributor License Agreements within GitHub Flow

= Not related to what we do =
Blackfire.io - Fire up your PHP Apps Performance
SensioLabsInsight - PHP Project Quality Done Right
QuantifiedCode - Automated code review and repair for Python
Distelli - Build, Dockerize, and deploy from GitHub to any server
deppbot - Automated Dependency Updates for your Ruby Apps
Heroku Review Apps - Auto-deploy pull request branches to disposable Heroku apps
SideCI - Automate code reviews for clean code and culture in your team

= Other =
GitHub Desktop - Your GitHub workflow in one native app
GitHub Extension for Visual Studio - Easily connect to your GitHub repositories in Visual Studio
MyGet - Build and host NuGet, Npm, Bower and Vsix
Bitrise - Bring back the joy of mobile app development!
Freshdesk - Customer happiness, made easy
Trello - Work with perspective
POEditor - Localization management tool
GitPrime - Data driven productivity tracking
Atlas by HashiCorp - Application delivery done right
Intercom - Help customers inside your web or mobile app, and by email.
VersionEye - Security, version and license alerts for your dependencies
Opbeat - Application monitoring for developers
bitHound - Blossom - YouTrack - StackStorm - ChatOps and Event-driven automation for your infrastructure

Texture compression

ETC1 (Ericcson texture compression). This format is supported by all Android phones. But, It doesn't support an alpha channel, so can only be used for opaque textures.

PVRTC (PowerVR texture compression). Supported by devices with PowerVR GPUs (Nexus S, Kindle fire...).

ATITC (ATI texture compression).Used in devices with Adreno GPU from Qualcomm (Nexus One...).

S3TC (S3 texture compression). This texture compression is used in the NVIDIA chipset integrated devices (Motorola Xoom...)

Unable to locate package GLFW-3 on Ubuntu 14.04

I'm trying to set up environment on Ubuntu 14.04.
However I have a problem with installation of required packages:

E: Unable to locate package libglfw3
E: Unable to locate package libglfw3-dev

I was trying to find a solution in the internet and I found that:

Ubuntu 14.04 has GLFW 2 packaged as libglfw2 and libglfw-dev. Mint doesn't seem to have those packages, but you can probably use the Ubuntu ones since Mint 17 is based on Ubuntu 14.04.
GLFW 3 isn't in Ubuntu 14.04, but it looks like it'll be in 14.10 (as libglfw3 and libglfw3-dev).
(http://stackoverflow.com/questions/25151085/unable-to-locate-package-glfw-on-linux-mint)

Is it a known issue? :)
Maybe there is some workaround or I can use glfw2 somehow?

CI for Windows

Since now, Android and Linux builds are supported by Wercker and Travis.

What about windows build ?

PBR

Physically based rendering for realistic materials

GLES 2.0 port

Maybe is worth to redesign some featurues.

Rewriting shaders should not be so hard

OSX example

In order for software to work correctly with glfw3, one should include the Cocoa framework.

-framework Cocoa -framework IOKit -framework CoreVideo

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