Open Issues Need Help
View All on GitHubAI Summary: Implement a simple triangle rendering example within the Nebulark 3D game engine using Vulkan and SDL3. This involves setting up a swapchain, graphics pipeline, vertex and fragment shaders, and logical devices with appropriate queues.
AI Summary: Add a command to the premake5.lua build script for the Nebulark 3D game engine to copy the SDL3.dll file to the Sandbox project's executable directory. This will automate the process of including the necessary DLL, preventing the manual placement required currently.
AI Summary: Implement a header-only, macro-based, thread-safe logging system for the Nebulark 3D game engine. The system should support multiple severity levels (TRACE, DEBUG, INFO, WARN, ERROR, CRITICAL), output to console (with colored severity) and file, and include basic log formatting (timestamp, level, message) and unit tests. It should be ISO C++17 compliant and have no external dependencies.
AI Summary: Create a cross-platform window using C++, GLFW, and OpenGL, rendering a basic triangle. This involves setting up a CMake project, integrating GLFW and OpenGL, creating a window on Windows, macOS, and Linux, initializing OpenGL, clearing the screen, rendering a hardcoded triangle using shaders, implementing basic error handling and logging, and writing a README with build instructions.
AI Summary: Implement a robust delta time system for the Nebulark 3D game engine, ensuring consistent game speed across different hardware. This involves creating a high-resolution timer using platform-specific methods (QueryPerformanceCounter for Windows, clock_gettime for Unix), a Time class to manage delta time, total runtime, and frame count, and implementing smoothing techniques like frame averaging and a maximum delta cap. The system should integrate seamlessly with the Application's main loop and provide a header-only interface.