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README.md

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## Next Steps (Rewrite)
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- [x] Remove TexturePool entirely.
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- [x] Implement one time texture init for layer2D and atlas2D
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- [x] Cleanup entity2D
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- [x] Reimplement TextureAtlas2D.
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- [x] Increase use of ECS paradigm.
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- [x] Increase simplicity of Layer2D to be used directly by a user.
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- [x] Increase overall simplicity and reduce abstraction.
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- [x] Make complex high performance paths optional
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- [x] Make layers and their atlases not allow dynamic addition and removal of textures
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- [x] Fix incorrect buffer allocation / entity copying
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- [x] Fix (shaders maybe?) to use correct texture atlas coordinates
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- store total width and height in layer atlas then use to calc exact tex position
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- [x] Fix tex aspect ratio
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- [x] Remove * 10.0 in vertex group when texture atlas complete
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- [x] Fix issues where entity buffers aren't updated correctly
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- [x] Fix entity positioning being incorrect
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~~¬- [ ] Implement 2D transformations first~~
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- [x] Fix broken buffers
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- [x] Fix bug which causes different entities to use the texture of the first one in the buffer
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- [x] Finish rewrite and clean everything up
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- [ ] Find alternative to limit worldspace inaccuracies.
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- [x] Remove unnecessary params
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- [x] Remove unecessary functions
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- [x] Add functions so user doesn't need to access queue and device
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- [x] Any other issues
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- [ ] Merge with main
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## Next Steps (Phase 1 - Renderer)
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- [x] Remove EntityGroup2D - don't want it to take entity owernship
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- [x] Find different way to pass refs to entities grouped by layer to render function
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- [x] Render function - iterate through layers to draw, call methods to get buffers
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- [x] Layers - Create and write to buffers when needed.
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- [x] TextureAtlas2D - Complete atlas, to expand across width and height, and limit self to 8096x8096
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- [x] Create descriptors for entity
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- [ ] Create Transform 2D maths stuff for entity (later)
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- [x] Create buffers in shader
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- [x] Add buffer layouts to pipeline
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- [x] Add bind group layouts to pipeline (Mainly for entity)
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- [x] Implement Entity2D::new()
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- [x] Switch HashMap to BTreeMap where it makes sense to do so
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- [ ] Add unit tests
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- [x] Fix buffer locations
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- [x] Modify Texture to be added to a layer upon creation
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- [x] Refactor
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- [x] Reduce black box state
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- [ ] Increase unit test friendliness
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- [ ] Hide main loop from user, or at least, make it easier to use
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- [ ] Event System
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- [ ] Further goals (0.2.0 release blockers)
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- [ ] Implement Transformation2D

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