diff --git a/.github/workflows/build-nmage.yml b/.github/workflows/build-nmage.yml index 67e8cb7..98829c9 100755 --- a/.github/workflows/build-nmage.yml +++ b/.github/workflows/build-nmage.yml @@ -9,10 +9,10 @@ jobs: runs-on: macos-12 steps: - - name: Install golang 1.18 + - name: Install golang uses: actions/setup-go@v3 with: - go-version: '^1.18' + go-version: '>=1.18' - name: Install assimp-go dylib run: sudo mkdir -p /usr/local/lib && sudo wget https://github.com/bloeys/assimp-go/releases/download/v0.4.2/libassimp_darwin_amd64.dylib -O /usr/local/lib/libassimp.5.dylib diff --git a/main.go b/main.go index 6f22b85..0575f2f 100755 --- a/main.go +++ b/main.go @@ -22,16 +22,24 @@ import ( "github.com/veandco/go-sdl2/sdl" ) -// @Todo: -// Integrate physx -// Create VAO struct independent from VBO to support multi-VBO use cases (e.g. instancing) -// Renderer batching -// Scene graph -// Separate engine loop from rendering loop? or leave it to the user? -// Abstract keys enum away from sdl -// Proper Asset loading -// Frustum culling -// Material system editor with fields automatically extracted from the shader +/* +@TODO: + - Rendering: + - Phong lighting model + - Point lights + - Spotlights + - HDR + - Cascaded shadow mapping + - Skeletal animations + - Create VAO struct independent from VBO to support multi-VBO use cases (e.g. instancing) + - Renderer batching + - Scene graph + - Separate engine loop from rendering loop? or leave it to the user? + - Abstract keys enum away from sdl + - Proper Asset loading + - Frustum culling + - Material system editor with fields automatically extracted from the shader +*/ const ( camSpeed = 15