2. Create a simple, custom, graphics-only (no collisions / physics) game engine using Entt (https://github.com/skypjack/entt) and Panda3d. The engine would rely mostly on simple inputs, like mouse clicks, and 3d graphics.
3. Configure clangd to error on features outside C++11 then refactor both projects (1 & 2) to use C++ 11.
I'm not really sure what 'access to electricity' actually means.
Would it still count as access if the electricity was only available for an hour a day on average? Or would it count if said access comes mostly from privately-owned diesel generators?
If the answer is 'yes' to either question then those numbers are quite accurate.
1. I want to start with working through applying shaders to a 3d scene using the Panda3d library (https://github.com/panda3d/panda3d) . This repo covers that: https://github.com/lettier/3d-game-shaders-for-beginners.
2. Create a simple, custom, graphics-only (no collisions / physics) game engine using Entt (https://github.com/skypjack/entt) and Panda3d. The engine would rely mostly on simple inputs, like mouse clicks, and 3d graphics.
3. Configure clangd to error on features outside C++11 then refactor both projects (1 & 2) to use C++ 11.
4. Run experiments on the game engine while working through the Vulkan book: https://raw.githubusercontent.com/Overv/VulkanTutorial/maste...