shuiyu1123
0669d102ce
feat: major engine overhaul - scene demo with lighting, sphere, ground
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- Scene Demo: cube + sphere + ground plane with proper lighting
- Audio: XAudio2 dynamic loading + WAV playback
- Physics: expanded collision system
- Renderer: improved pipeline with materials
- UI: extended widget system
- VisualScript: enhanced serializer + block interactions
- ASM: optimized math/memory/profiling routines
- Window: mouse input + scroll support
2026-07-12 08:21:07 +08:00
shuiyu1123
2653926d85
fix: game_test standalone D3D11 rendering verified, debug logs cleaned
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- PS HLSL struct syntax incompatible with MinGW D3DCompile
- Use semantic params instead: float4 main(float4 pos:SV_POSITION, float4 col:COLOR)
- Separate error blobs for VS/PS compilation
- CMakeLists: add dxguid to scene_test target
- Verified: 4 colored 3D cubes render correctly
2026-07-11 18:01:51 +08:00
shuiyu1123
ac17c805f7
fix: standalone game_test, Engine lib D3D11 state conflict noted
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- game_test: standalone D3D11 (no Engine linkage)
- Known: Engine static lib initialization interferes with D3D11
- raw3d_test: proven working 3D demo
- game_test: crashes when linked against Engine
2026-07-11 17:33:51 +08:00
shuiyu1123
1a067ddc4b
fix: graphics_device_init - don't bind depth_stencil to OM
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raw3d_test proves D3D11 pipeline works when not using engine's init.
Engine graphics_device_init has some state that conflicts with inline VB rendering.
2026-07-11 15:55:44 +08:00
shuiyu1123
a482986aee
feat: input system verified + WASD camera test
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- input.c: keyboard/mouse/gamepad fully implemented
- window.c: mouse callbacks connected
- input_test.c: WASD camera demo (engine D3D11 init conflicts with inline VB)
- lighting.h/c: directional + point light support
2026-07-11 15:42:17 +08:00
shuiyu1123
a6034c124e
feat: lighting system (directional + point light)
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- lighting.h/c: Light struct, create_dir, create_point
- light_test.c: Lambert diffuse shader demo
- light_data CB not yet connected (needs fix)
2026-07-11 15:23:33 +08:00
shuiyu1123
4572bf9241
fix: simplify mesh_draw, game_test projection fix
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- mesh_draw: removed redundant ib null check
- game_test: cubes moved to z=0.3-0.8 (within near/far range)
- raw3d_test verified 3D rendering works correctly
2026-07-11 15:01:40 +08:00
shuiyu1123
ee097260ed
test: 3D demo with cubes (projection needs fix)
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- Verified raw3d_test renders 3D faces correctly
- game_test: projection matrix clips geometry outside near/far range
- Scene graph + D3D11 pipeline confirmed working in raw3d_test
2026-07-11 14:38:43 +08:00
shuiyu1123
b817da1175
test: raw3d_test verifies 3D pipeline works (mesh system has bug)
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- VP matrix transpose fix for HLSL compatibility
- 3D rendering confirmed: colored faces visible at correct positions
- Scene graph transforms verified
- Mesh system create_mesh/mesh_draw needs investigation
2026-07-11 14:07:03 +08:00
shuiyu1123
e8e8b118f3
test: scene graph + engine loop verified working
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- scene_test2.c: minimal scene graph test with D3D11 rendering
- Engine fixed timestep loop verified
- Scene node parent-child transform inheritance verified
- D3D11 clear+present cycle working
2026-07-11 13:04:45 +08:00
shuiyu1123
8b76ae6a0d
fix: set default DepthStencilState in graphics_device_init
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Prevents UILayer init from breaking 3D rendering pipeline.
Creates explicit LESS_EQUAL depth state at init time.
2026-07-11 12:50:48 +08:00
shuiyu1123
ea3e0ab61c
feat: OBJ model loader + fix mesh.h duplicates
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- mesh_load_obj: parse vertices, UVs, faces from .obj files
- Auto-generate face normals
- Per-face vertex expansion (simple but correct)
2026-07-11 12:48:56 +08:00
shuiyu1123
d15a3947ab
feat: scene graph - node tree + transform inheritance
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- SceneNode: position/rotation(scale) + parent/child hierarchy
- World matrix: local = translate * rotate * scale, world = parent.world * local
- Euler/Quaternion rotation support
- Dirty flag propagation for efficient updates
- Scene init/find/create/destroy operations
2026-07-11 12:43:23 +08:00
shuiyu1123
2947ca3b9d
feat: fixed timestep game loop + FPS counter
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- 60Hz fixed timestep with accumulator
- FPS display via engine->fps
- Proper delta_time accumulation
2026-07-11 12:31:39 +08:00
shuiyu1123
f85c7e37f1
feat: standalone .ly interpreter - parses blocks/wires, executes flow control
2026-07-11 11:49:47 +08:00
shuiyu1123
c4815c3c69
improve: editor UI - blue panel borders, brighter colors, click selection
2026-07-11 01:49:53 +08:00
shuiyu1123
258f63fcee
feat: add mouse click input - entity selection in scene panel
2026-07-11 01:23:55 +08:00
shuiyu1123
e6f5e43d85
fix: editor rendering - depth test, shader binding, atlas SRV, projection transpose
2026-07-11 01:17:42 +08:00
shuiyu1123
59e89b1501
feat: lity3d graphical editor with .ly file format
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- WIN32 subsystem, D3D11 standalone rendering (no UILayer dependency)
- Scene tree panel, Inspector panel, Console panel, Viewport
- Chinese text via glyph_atlas (GDI GetGlyphOutlineW + D3D11 texture atlas)
- .ly file format: INI-style scene serialization (save/load)
- Ctrl+S/Ctrl+O keyboard shortcuts
- Depth test disabled for all 2D rendering
2026-07-11 00:51:38 +08:00
shuiyu1123
5ff05aa322
fix: disable depth test for 2D rendering, fix glyph atlas + blend state
2026-07-11 00:34:37 +08:00
shuiyu1123
ab3181c1a5
add README.md
2026-07-10 19:33:30 +08:00
shuiyu1123
e1a0d7e620
rename project to lity3d, add README
2026-07-10 19:33:22 +08:00
shuiyu1123
9f2d5a1454
remove screenshots, update gitignore
2026-07-10 19:20:50 +08:00
shuiyu1123
2d56cb3bc9
MiMoEngine ASM: x86-64 MASM汇编+C混合架构游戏引擎
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核心热路径(数学/内存/字符串/性能分析)用MASM汇编(SSE/AVX2)
外围系统(窗口/渲染/ECS/音频/UI/脚本)用C语言
含自研编辑器、VisualScript积木编程、中文渲染(glyph_atlas)
2026-07-10 19:20:40 +08:00