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2025-08-14 23:32:08 -05:00
bin fixed oversight in uf::Mesh::convert, fixed texture streaming not working in OpenGL (the graphic.material.textures weren't updated) fixed missing texture being used in VXGI for vulkan (think it was from reinitializing the texture object itself if it was aliased rather than just resetting the handles) 2025-08-14 23:32:08 -05:00
client re-added libext.dll being compiled separately (to serve as a way to segregate non-engine into here) 2025-08-10 19:07:57 -05:00
dep more agony (oversight fixes and dreamcast build works again (although it doesn't resolve my outstanding issues of too large of a scene mesh......)) 2025-08-13 22:12:38 -05:00
docs barebones documentation, commit in case I butcher code migration 2025-08-10 18:31:20 -05:00
engine fixed oversight in uf::Mesh::convert, fixed texture streaming not working in OpenGL (the graphic.material.textures weren't updated) fixed missing texture being used in VXGI for vulkan (think it was from reinitializing the texture object itself if it was aliased rather than just resetting the handles) 2025-08-14 23:32:08 -05:00
ext some more cleanup, use march=native + lto for dev (non-release), only do mesh quantization when available (when using my GLdc fork), removed unused headers 2025-08-10 20:29:40 -05:00
makefiles more agony (oversight fixes and dreamcast build works again (although it doesn't resolve my outstanding issues of too large of a scene mesh......)) 2025-08-13 22:12:38 -05:00
.gitignore fixed oversight in uf::Mesh::convert, fixed texture streaming not working in OpenGL (the graphic.material.textures weren't updated) fixed missing texture being used in VXGI for vulkan (think it was from reinitializing the texture object itself if it was aliased rather than just resetting the handles) 2025-08-14 23:32:08 -05:00
debug.sh Commit for 2022.07.05 00-10-00.7z 2022-07-05 00:10:00 -05:00
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Makefile more agony (oversight fixes and dreamcast build works again (although it doesn't resolve my outstanding issues of too large of a scene mesh......)) 2025-08-13 22:12:38 -05:00
program.sh Commit for 2022.07.09 19-45-23.7z 2022-07-09 19:45:00 -05:00
README.md crammed in vall_e.cpp support to finally justify creating it (and a bunch of other things) 2025-08-02 23:02:49 -05:00

Engine

An unnamed, almost-entirely from-scratch, engine written in C++.

Build

While the build system is fairly barebones and robust under make, dependency tracking is not.

  • Ensure all requested dependencies under REQ_DEPS are available in your build system, as well as a valid compiler under CC/CXX.

Configuration for build targets are available under ./makefiles/ are available with the naming convention ${system}.${compiler}.make.

  • Additional compiler flags and make variables can be specified here.

To compile, run make. The outputted libraries and executables will be placed in the right folders under ./bin/.

Run

Currently, a barebones setup is provided via the .zip bundle.

If adequate assets are provided, run ./program.sh or make run. This ensures the path to the required libraries are added to the PATH.

Documentation

The provided documentation under ./docs/ should (eventually) provide thorough coverage over most, if not all, of this project.