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| Editor | <ul><li>Editor app that handles project management, asset editing, and building games</li><li>Extend the editor through game code</li></ul> |
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| Entity System | <ul><li>Component + System</li><li>Also supports MonoBehaviour-style</li></ul> |
| Assets | <ul><li>Custom asset system easily defined in code</li><li>Asset pipeline baker tool that imports resources into engine-ready formats</li></ul>|
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| Graphics | <ul><li>Forward rendering using BGFX</li><li>Custom shader format with support for variants</li><li>Shaders and Compute Shaders</li><li>Material system with support for toggling variants based on parameters being set</li><li>Culling Volumes for culling parts of the world efficiently</li></ul> |
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| Graphics | <ul><li>Forward rendering using SDL GPU</li><li>Custom shader format with support for variants, with support for [slang](https://shader-slang.org/)</li><li>Shaders and Compute Shaders</li><li>Material system with support for toggling variants based on parameters being set</li><li>Culling Volumes for culling parts of the world efficiently</li></ul> |
| Audio | <ul><li>Supports loading OGG, MP3, and WAV audio formats</li><li>OpenAL-based playback</li><li>Supports optional recompression for WAV assets</li></ul> |
@@ -41,7 +41,7 @@ You need [premake](https://premake.github.io/) to generate some project files, a
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<summary>Windows</summary>
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You need visual studio 2022.
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You need visual studio 2026.
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To compile dependencies, open the visual studio dev terminal, go to the `Dependencies` directory, and run `build_windows`.
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@@ -57,15 +57,15 @@ After building the tools, go to the main folder of the repo and run `builddefaul
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<summary>MacOS</summary>
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You need xcode.
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You need xcode and .NET 10 SDK.
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To compile dependencies, go to `Dependencies` and run `build_macos.sh`.
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After that, you will need to compile the engine, so go to `Engine` and run `build_macos.sh` and then run `build_backends.sh`.
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After that, you will need to compile the tools, so go to `Tools` and run `build_linux.sh` (yes, that's the right file).
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After building the tools, go to the main folder of the repo and run `builddefaultresources.sh` to prepare the default assets. Do notice that we can't build windows direct3D shaders in macOS, so you'll be limited to OpenGL, Metal, and Vulkan there.
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After building the tools, go to the main folder of the repo and run `builddefaultresources.sh` to prepare the default assets. Do notice that we can't build windows direct3D shaders in macOS, so you'll be limited to Metal and Vulkan there.
@@ -127,5 +127,5 @@ Optionally, run `make_linux_menu_entry.sh` which should add an entry on your DE'
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After that, you will need to compile the tools, so go to `Tools` and run `build_linux.sh`.
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After building the tools, go to the main folder of the repo and run `builddefaultresources.sh` to prepare the default assts. Do notice that we can't build windows direct3D shaders in linux, so you'll be limited to OpenGL, Metal, and Vulkan there.
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After building the tools, go to the main folder of the repo and run `builddefaultresources.sh` to prepare the default assts. Do notice that we can't build windows direct3D shaders in linux, so you'll be limited to Metal and Vulkan there.
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