reworks-org / galaxy

Real-Time C++20 Game/App Engine. Built on data-driven design principles and agile software engineering.
https://reworks-org.github.io/galaxy/
Apache License 2.0
75 stars 9 forks source link

Research #145

Closed reworks-org closed 3 years ago

reworks-org commented 3 years ago

https://github.com/erikd/libsndfile https://www.openal.org/documentation/OpenAL_Programmers_Guide.pdf https://github.com/scottstensland/openal_synth_play/blob/master/src/openal_play.c https://kcat.strangesoft.net/openal-tutorial.html https://ffainelli.github.io/openal-example/

https://stackoverflow.com/questions/42041197/c-threads-for-background-loading/42042110#42042110 https://stackoverflow.com/questions/23455104/why-is-the-destructor-of-a-future-returned-from-stdasync-blocking https://stackoverflow.com/questions/22653022/how-to-terminate-a-stdfuture

https://gamedevelopment.tutsplus.com/tutorials/how-to-create-a-custom-2d-physics-engine-the-basics-and-impulse-resolution--gamedev-6331 https://stackoverflow.com/questions/42280364/stdfuture-returned-from-stdasync-hangs-while-going-out-of-scope https://stackoverflow.com/questions/18143661/what-is-the-difference-between-packaged-task-and-async https://www.acodersjourney.com/top-20-cplusplus-multithreading-mistakes/ https://studywell.com/maths/mechanics/kinematics-objects-motion/suvat-equations/ https://www.gamedev.net/tutorials/_/technical/game-programming/the-guide-to-implementing-2d-platformers-r2936/ https://gamedevelopment.tutsplus.com/tutorials/basic-2d-platformer-physics-part-8-slopes--cms-28704

https://www.glfw.org/docs/latest/input_guide.html#input_key https://old.reddit.com/r/gamedev/comments/8hmn0y/can_someone_give_me_a_practical_example/ http://gameprogrammingpatterns.com/state.html https://wiki.allegro.cc/index.php?title=Allegro_5_Tutorial/Threads https://gamedevelopment.tutsplus.com/articles/how-to-build-a-jrpg-a-primer-for-game-developers--gamedev-6676#architecture https://www.gamedev.net/forums/topic/681473-handling-multiple-levels-or-scenes-within-a-world/

https://github.com/nothings/stb/blob/master/stb_tilemap_editor.h https://ogldev.atspace.co.uk/

https://lettier.github.io/3d-game-shaders-for-beginners/ https://gamedev.stackexchange.com/questions/58408/how-would-you-implement-chromatic-aberration/58412#58412

https://gamedevelopment.tutsplus.com/series/how-to-create-a-custom-physics-engine--gamedev-12715 https://gamedevelopment.tutsplus.com/tutorials/how-to-create-a-custom-2d-physics-engine-the-basics-and-impulse-resolution--gamedev-6331 https://gamedevelopment.tutsplus.com/categories/game-physics

https://github.com/thebracket/bgame https://github.com/phisko/kengine https://gamedev.stackexchange.com/questions/150875/ecs-component-dependencies-sharing-and-cache-locality https://gamedev.stackexchange.com/questions/176972/how-do-i-build-the-dependency-graph-on-ecs https://gamedev.stackexchange.com/questions/47541/handling-movement-using-an-entity-component-based-system-architecture https://gamedev.stackexchange.com/questions/40672/how-to-update-entity-states-and-animations-in-a-component-based-game https://stackoverflow.com/questions/52947430/how-to-update-component-data-and-inform-systems-in-ecs-framework https://old.reddit.com/r/opengl/comments/2rgu3u/opengl_rendering_and_ecs/ https://old.reddit.com/r/roguelikedev/comments/7jizta/how_to_separate_logic_from_visualization_in_an/ https://old.reddit.com/r/opengl/comments/hrtryp/question_about_organizing_a_rendering_pipeline/ https://gamedev.stackexchange.com/questions/181304/ecs-as-part-of-the-rendering-pipeline-of-an-engine https://gamedev.stackexchange.com/questions/31473/what-is-the-role-of-systems-in-a-component-based-entity-architecture/31491#31491 https://gamedev.stackexchange.com/questions/135784/how-do-i-better-organise-rendering-in-an-entity-component-system https://gamedev.stackexchange.com/questions/181304/ecs-as-part-of-the-rendering-pipeline-of-an-engine

https://old.reddit.com/r/gamedev/comments/8pkol6/create_a_game_engine_that_can_export_an_executable/ https://gamedev.net/forums/topic/563740-in-game-editor-vs-separate-editor/4611826/ https://gamedev.stackexchange.com/questions/17331/game-engine-and-data-driven-design

https://www.khronos.org/opengl/wiki/Shader_Subroutine https://www.lighthouse3d.com/tutorials/glsl-tutorial/subroutines/ https://www.geeks3d.com/20140701/opengl-4-shader-subroutines-introduction-3d-programming-tutorial/

https://stackoverflow.com/questions/25252512/how-can-i-pass-multiple-textures-to-a-single-shader https://www.khronos.org/opengl/wiki/Bindless_Texture

https://youtu.be/B1nO5wbPbwg https://www.google.com/search?client=firefox-b-d&q=writing+a+2d+rendering+engine https://learnopengl.com/ https://learnopengl.com/Getting-started/Camera https://learnopengl.com/Getting-started/Coordinate-Systems

https://old.reddit.com/r/gamedev/comments/ugr3wg/improving_upon_entity_component_systems/ https://www.minecraft.net/zh-hant/attribution

Random bits of 3D stuff: Bloom Temportal Anti-Aliasing Gamma Correction Reflection Mapping Environment Mapping Refraction Mapping 3D Instancing HDR Bucket-Based Renderer Other 3D shaders OctTree culling PCSS VXGI HBAO+ PBR IBL Deffered/Forward hybrid Instancing Particles Terrain Tesselation Atmospheric Scattering

https://learnopengl.com/Advanced-OpenGL/Cubemaps https://learnopengl.com/Advanced-OpenGL/Geometry-Shader https://learnopengl.com/Advanced-OpenGL/Instancing https://learnopengl.com/Advanced-Lighting/HDR https://learnopengl.com/Advanced-Lighting/Bloom

https://docs.google.com/document/d/15z2Vp-24S69jiZnxqSHb9dX-A-o4n3tYiPQOCRkCt5Q/edit?usp=sharing https://github.com/ziacko/Temporal-AA/wiki

Place into shader buckets, sorted by process (works in hand with deffered rendering) then in each bucket sort by material do this in parallell https://blog.molecular-matters.com/2014/12/16/stateless-layered-multi-threaded-rendering-part-3-api-design-details/

https://github.com/flingengine/FlingEngine https://github.com/EQMG/Acid https://github.com/jmorton06/Lumos https://github.com/TheCherno/Hazel https://github.com/nem0/LumixEngine https://www.redblobgames.com/maps/terrain-from-noise/ https://www.youtube.com/playlist?list=PLRL3Z3lpLmH3PNGZuDNf2WXnLTHpN9hXy https://www.youtube.com/playlist?list=PLRIWtICgwaX2tKWCxdeB7Wv_rTET9JtWW https://www.youtube.com/playlist?list=PLRIWtICgwaX23jiqVByUs0bqhnalNTNZh https://www.youtube.com/playlist?list=PLRIWtICgwaX0u7Rf9zkZhLoLuZVfUksDP https://gamedev.stackexchange.com/questions/70096/what-is-the-role-of-tessellation-in-terrain https://github.com/gasgiant/FFT-Ocean https://github.com/MadEqua/opengl-terrain-demo https://old.reddit.com/r/blenderhelp/comments/n62qdc/how_do_i_convert_a_models_texture_coords_to_be_in/ https://www.google.com/search?client=firefox-b-d&q=terrain+tesselation+tutorial https://github.com/ebruneton/precomputed_atmospheric_scattering https://github.com/carbonsunsu/CarbonRender

https://github.com/cocos2d/cocos2d-x/blob/v4/cocos/2d/CCScene.h https://github.com/cocos2d/cocos2d-x/blob/v4/cocos/2d/CCNode.h https://github.com/cocos2d/cocos2d-x/tree/v4/cocos/renderer https://github.com/W4RH4WK/Anker/blob/main/code/anker/core/anker_scene_node.hpp https://coffeebraingames.wordpress.com/2017/10/15/multi-scene-development-in-unity/