Update README to add missing features
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README.md
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README.md
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@ -18,38 +18,43 @@ Here is a list of some of the notable features of Prism:
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* Cross platform graphics API is used for rendering
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* Vulkan and Metal backends available
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* Shaders are written in GLSL, and compiled to SPIR-V or MSL offline and at runtime using SPIRV-Cross.
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* Shaders are written in GLSL, and compiled to SPIR-V or MSL offline and at runtime using SPIRV-Cross and glslang.
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* Windowing and System abstraction
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* main() and other platform-specific tidbits are abstracted as well, for easy support on non-desktop platforms.
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* HiDPI is also supported!
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* If available, support for multiple windows as well.
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* If available on the platform, multiple windows are supported as well.
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* Support for querying whether or not the platform is in light/dark mode (where supported). Currently, this only switches between the light/dark dear imgui themes.
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* Dear ImGui used for debug/editor UIs
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* Includes the new docking/viewport branch!
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* Uses the new docking/viewport branch!
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* Automatic DPI scaling on fonts for crisp rendering when the window is in a HiDPI environment.
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* Custom backend built on top the GFX api and other platform agnostic systems.
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* Plenty of custom widgets available for easy debug tooling, see [imgui_stdlib.h](https://github.com/redstrate/prism/blob/master/extern/imgui/include/imgui_stdlib.h) and [imgui_utility.hpp](https://github.com/redstrate/prism/blob/master/engine/core/include/imgui_utility.hpp)!
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* Plenty of custom widgets available for easily creating debug tools, see [imgui_stdlib.h](https://github.com/redstrate/prism/blob/master/extern/imgui/include/imgui_stdlib.h) and [imgui_utility.hpp](https://github.com/redstrate/prism/blob/master/engine/core/include/imgui_utility.hpp)!
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* Entity-Component system for scene authoring
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* No runtime polymorphism is involved and leverages the native C++ type system. [Components are simple structs](https://github.com/redstrate/prism/blob/master/engine/core/include/components.hpp).
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* No runtime polymorphism is involved and leverages the native C++ type system. [Components are kept as simple structs](https://github.com/redstrate/prism/blob/master/engine/core/include/components.hpp).
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* Asset management
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* Custom model pipeline allowing for blazingly fast model loading and authoring.
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* Custom model pipeline allowing for super fast model loading and easy authoring.
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* Includes a custom blender addon for easy export!
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* Assets are referenced from disk, and only loaded once - unloaded once they are no longer referenced.
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* Thumbnails are created by the editor and stored on disk until further use.
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* Custom UI system for easy authoring
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* UIs are declared in JSON, and there is a graphical editor available as well.
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* They can even be placed in the world with the UI component!
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* They can even be placed in the world with a UI component!
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* Custom math library
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* Quaternions, matrices, vectors, rays, and more are available!
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* Infinite perspective matrices are created by default.
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* Infinite perspective matrices are also available and used by default.
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* Advanced rendering techniques
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* Rendering is consistent regardless of platform or API used!
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* Where older or underperforming GPUs are supported (for example, an Apple TV 4K, or a Thinkpad X230), the engine supports disabling expensive features like IBL or point light shadows along with other scalability options.
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* Real-time physically based rendering including scene probes used for image-based lighting.
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* Material node editor for easy and fast material authoring.
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* Where older or underperforming GPUs are supported (for example, an Apple TV 4K, or a Thinkpad X230), the engine supports disabling expensive features like IBL or point light shadows and has other scalability options.
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* Real-time physically based rendering including using scene probes for image-based lighting.
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* Node-based material editor for easy authoring within the engine.
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* Skinned mesh support with animation.
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* PCSS for soft shadows, supported on every type of light.
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* Experimental depth of field, which looks better than a cheap gaussian blur by rendering seperate near/far fields.
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* Experimental dynamic resolution.
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* Automatic eye adapation using compute kernels.
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* Editors supporting scene, cutscene, material authoring
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* Multidocument workflow similar to UE4.
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* Undo/redo system.
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* Transform handles for easy object manipulation.
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## Usage
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