Stinkee and I have both been pretty busy with work lately, so we of course haven't had time to work on my hobby projects sadly. I got a bit restless and decided to finally jump back in to something at least, so I rebooted this project. It no longer relies on our game engine (Silk) but unfortunately that means that it has gone backwards in progress significantly.
Currently I have ported over Stinkee's parsing library and have a scene mostly rendering correctly, You'll all be glad to know that it is WAY faster than it was previously.
If you don't know how to read performance numbers, it was previously running at around 80 or 90 fps on my machine, which means it took about 12 milliseconds per frame.
The total frame time in these screen shots is between 1.1ms and 4ms(although that one was an outlier, I haven't observed it being that slow since.) Which is aproximately 250fps - 900fps (VSync is on, so it's locked at 60fps, that's why it says 59.xx up there). It won't run this fast when it's done, as there will be UI and other things, along with the fact that my computer is a bit beefier than most, but you should be able to expect smooth performance on almost any computer.
Transparency still needs to be fixed, some times there is a visual artifact that I suspect has to do with sorting.
Here it is without any transparency.
I still have to figure out why actors in the world aren't loading / displaying and then I have some work to do before a release.
Current TODO:
Fix dynamic objects to display in the world properly (Probably has something to do with the object transform making them somewhere offscreen?)
Create a proper camera implementation.
Port windowing and input to SDL.
Implement imGui rendering for basic gui support.
Resource management.
Create proper scene classes and add the ability to modify scene objects.
At that point it will be caught up with where it was previously, and real progress can be made!