Implement the rendering pipeline closer to the game #37
Labels
architecture
Needs non-trivial large-scale code restructuring
inconsistency
Something doesn't work as it does in the game
I have spent some time carefully reverse-engineering how the rendering pipeline actually works in the engine, and what we have right now is very different from the game. I want to basically rewrite
This will help us to support features like:
LayerGroup
s (which is whatshin
currently crashes)NewDrawableLayer
-based effects (props 0x38-0x54). This is actually the only kind of effects used in umineko, with remnants of the older system (EffectLayer
) still being present in the game.What a messThis will probably also reduce GPU usage a bit: we do a ton of redundant renders right now, while the original engine design seems pretty optimized for some older smaller GPUs.
However I am not sure if it should be done now:
wgpu
seems to be on its path to resolving gfx-rs/wgpu#1453, which will make it much easier to implement the renderer (no need to manually put the GFX objects into an arena and ensuring they outlive the frame render).The text was updated successfully, but these errors were encountered: