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@@ -24,6 +24,8 @@ The game logic layer follows an *Entity-Component-System* architecture, separati
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A custom OpenGL 3.3 pipeline handles all visual output, organized into discrete passes that can be profiled and optimized independently.
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A custom OpenGL 3.3 pipeline handles all visual output, organized into discrete passes that can be profiled and optimized independently.
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- The *scene renderer* orchestrates multi-pass drawing with depth sorting and shader batching, reducing GPU state changes that would otherwise cause frame drops.
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- The *scene renderer* orchestrates multi-pass drawing with depth sorting and shader batching, reducing GPU state changes that would otherwise cause frame drops.
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- Each entity type has a dedicated *renderer class* (archers, barracks, horses) that encapsulates mesh binding and material setup, making it straightforward to add new unit visuals.
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- Each entity type has a dedicated *renderer class* (archers, barracks, horses) that encapsulates mesh binding and material setup, making it straightforward to add new unit visuals.
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- Humanoid units feature *skeletal animation* combined with procedural cloth physics that responds to wind and leg movement; static meshes would look lifeless during marches.
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- Humanoid units feature *skeletal animation* combined with procedural cloth physics that responds to wind and leg movement; static meshes would look lifeless during marches.
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@@ -447,12 +449,6 @@ The engine is transitioning from a single hardcoded nation to a scalable multi-f
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- *Spatial audio* provides positional sound for combat and movement.
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- *Spatial audio* provides positional sound for combat and movement.
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- Multiple *map files* are playable with distinct layouts and objectives.
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- Multiple *map files* are playable with distinct layouts and objectives.
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-**In Progress:**
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-- A *guard command* for stationary defense stance is under development.
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-- A *hold command* that prevents chasing is being finalized.
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-- Additional unit types (cavalry, siege) are in prototype.
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**Planned:**
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**Planned:**
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- *Multiplayer networking* for LAN and online matchmaking.
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- *Multiplayer networking* for LAN and online matchmaking.
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