en un clic
Timefall
Timefall contient 3 skills collectées depuis AhmedYAbbas, avec une couverture métier par dépôt et des pages de détail sur le site.
Skills dans ce dépôt
Add a new render pass or post-process effect to the Timefall engine's Renderer3D — bloom, SSAO, outline, fog, depth prepass, tonemap stage, any fullscreen effect, or any pass that draws the scene into its own buffer. Use this whenever a task adds a shader that runs as part of the 3D frame, inserts work into Renderer3D::EndScene, adds a new framebuffer/render target, or adds renderer tunables that need an editor panel and scene serialization ("add a bloom pass", "SSAO", "post-process effect X", "render the scene into a buffer for Y", "expose a renderer setting in the editor"). Also triggers on the tell-tale bugs of a mis-wired pass — the effect renders but the 2D overlay, entity-ID mouse picking, or gizmos break afterward (unrestored GL state / draw buffers), the effect works until the viewport is resized (missing lazy framebuffer rebuild), or a setting works in the editor but resets on scene save/load (missing serializer entry). Not for 2D batch rendering (Renderer2D), for changing material/BRDF logic inside
Add a brand-new native (C++/entt) component type to the Timefall engine and wire it through every system that must know about it. Use this whenever a new built-in component is introduced — "add a Light/Health/AudioSource/Tag component", "the engine needs a component for X", "store Y natively on entities", or any task creating a new `struct …Component` in Components.h that the editor should show and scenes should save. Also triggers on the tell-tale failure of a half-registered component — it doesn't appear in the inspector, isn't serialized, or the build throws an "unresolved external symbol" (the missing OnComponentAdded specialization). Covers the full registration checklist across AllComponents, OnComponentAdded, the serializer, the hierarchy panel, and Scene::Copy. Not for exposing an existing component to C# scripts (that is timefall-script-binding), changing fields or defaults on an existing component, C# script classes that subclass Entity, or components in other engines such as Unity.
Expose an existing C++ engine capability to C# scripting in the Timefall engine across its P/Invoke boundary (ScriptGlue.cpp → NativeCalls.cs → Entity.cs/Components.cs). Use this whenever a script needs to call a native engine function that isn't available yet — reading or writing a component field from C#, an entity operation (parent, destroy, query-by-component), or input/scene/physics/audio access. Trigger even without the word "binding" — "expose X to C#", "let scripts read/set Y", "add a script API for Z", "call this from a script", "scripts can't access W yet", or an EntryPointNotFoundException on a new native call all mean this skill. Covers the marshalling gotchas (glm↔Vector, UUID↔ulong, count-then-fill arrays). Not for introducing a brand-new native component type (that is timefall-add-component), for writing gameplay scripts with the API that already exists, or for general or OS-level P/Invoke to non-engine DLLs.