Commit Graph
4 Commits
Author SHA1 Message Date
emil28092005 c57bd5229f docs: update all docs for publication
- README.md: new — features, quick start, controls, MCP tools, requirements
- AGENTS.md: rewritten for pure P/Invoke Vulkan 1.3 (was Raylib/OpenGL)
- CORTEX_ENGINE_ARCHITECTURE.md: complete rewrite — current architecture,
  frame loop, UBO layout, push constants, shadow mapping, PBR, AI/MCP,
  physics, ImGui, video recording, content, testing
- VULKAN_IMPLEMENTATION_PLAN.md: marked as COMPLETE with all 21 phases
- scripts/run.sh: updated examples
- .gitignore: added Videos/, imgui.ini, cortex.mp4
- Removed tracked imgui.ini and video files
2026-06-19 17:02:33 +03:00
emil28092005 ee98e4ad08 fix(window): ensure SDL3/Wayland window is mapped by pumping events after ShowWindow
- Remove ALWAYS_ON_TOP and debug print hacks.
- Pump SDL events after SDL_ShowWindow so the Wayland compositor maps the window.
- Clean run.sh: do not force DISPLAY or SDL_VIDEODRIVER, let SDL3 auto-detect.
2026-06-18 00:38:16 +03:00
emil28092005 aa93b55a74 fix: window now visible — SDL_ShowWindow + Wayland support in run.sh
- Added SDL_ShowWindow + SDL_RaiseWindow after window creation
- run.sh: auto-detect Wayland vs X11, set SDL_VIDEODRIVER accordingly
- Wayland session uses SDL_VIDEODRIVER=wayland (bundled SDL3 lacks X11 support)
- Engine runs at 1600+ FPS, window visible on Wayland desktop
- Screenshots confirm 3D geometry rendering correctly
2026-06-18 00:22:27 +03:00
emil28092005 fb6e26a268 feat: modular HAL, Raylib backend, PBR shading, textures, 60 unit tests
- Replace hardcoded SDL3 windowing with IWindow/IInputState/Key abstractions
- Each render backend owns its window (Raylib GLFW, SDL3 for Vulkan)
- Raylib backend: DrawModelEx, custom GLSL shader with Fresnel, ACES
  tonemapping, gamma correction, hemisphere ambient
- Fix backface culling, mesh memory (NativeMemory.Alloc), texture loading
- Camera controllers use backend-agnostic Key enum (inverted yaw/strafe)
- Demo scene: 8 cubes, 7 spheres, torus knot OBJ with checker texture
- Extract ProceduralMesh + MeshMath from Program.cs to Engine.Graphics
- Vulkan backend deferred (compiles, untested, IWindow-compatible)
- 60 unit tests: ObjLoader, camera controllers, AiCommandProcessor,
  RenderBackendFactory, Timing, ProceduralMesh, MeshMath, Transform
- AGENTS.md for opencode integration
2026-06-17 13:49:12 +03:00