From 991a8b62eed17f081a31ac5fc8847d01cd4e3dcb Mon Sep 17 00:00:00 2001 From: LandaMm Date: Fri, 17 Oct 2025 13:31:07 +0200 Subject: [PATCH] feat: update README.md --- README.md | 19 +++---------------- 1 file changed, 3 insertions(+), 16 deletions(-) diff --git a/README.md b/README.md index 60731ae..d5d1aea 100644 --- a/README.md +++ b/README.md @@ -11,7 +11,7 @@ In order to configure and run project on windows platform accomplish several ste ### Configuring ```console -cmake -S . -B build -G "Visual Studio 17 2022" -A x64 -DCMAKE_TOOLCHAIN_FILE=C:/vcpkg/scripts/buildsystems/vcpkg.cmake -DVCPKG_TARGET_TRIPLET=x64-windows -DCMAKE_BUILD_TYPE=Release +cmake -S . -B build -G "Visual Studio 17 2022" -DCMAKE_TOOLCHAIN_FILE=C:/vcpkg/scripts/buildsystems/vcpkg.cmake -DCMAKE_BUILD_TYPE=Release ``` ### Building @@ -25,7 +25,7 @@ cmake --build build --config Release For static linking you just need to modify the configure command as follows: ```console -cmake -S . -B build -G "Visual Studio 17 2022" -A x64 -DCMAKE_TOOLCHAIN_FILE=C:/vcpkg/scripts/buildsystems/vcpkg.cmake -DVCPKG_TARGET_TRIPLET=x64-windows-static -DCMAKE_BUILD_TYPE=Release +cmake -S . -B build -G "Visual Studio 17 2022"-DCMAKE_TOOLCHAIN_FILE=C:/vcpkg/scripts/buildsystems/vcpkg.cmake -DVCPKG_TARGET_TRIPLET=x64-windows-static -DCMAKE_BUILD_TYPE=Release -DENGINE_BUILD_SHARED=OFF ``` ## Multi-GPU Devices @@ -35,18 +35,5 @@ If you want to use non-primary GPU on your device when launching the game specif The run command in that case would look following: ```console -__NV_PRIME_RENDER_OFFLOAD=1 __GLX_VENDOR_LIBRARY_NAME=nvidia ./build/CodingGame +__NV_PRIME_RENDER_OFFLOAD=1 __GLX_VENDOR_LIBRARY_NAME=nvidia ``` - -## TODO List - -### Optimizations - -🚀 Summary of Speedups -- Replace toElement / toMtlElement string comparisons with char-based switches. -- Replace std::stoi with a custom fast Parser::TakeIndex. -- Pre-reserve vectors for vertices, normals, texcoords, meshes. -- Load whole file into memory before parsing (fastest for large OBJs). -- Defer texture loading until after parsing. -- Store material pointers in meshes → no runtime lookups in render. -- Inline parsing functions.