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Overview

This was my early practical project with OpenGL to create practical software application, written from ground up using raw C++, including some of container objects. This was a practice project, and it's no longer being maintaned.

The software uses C++ from ground up implementing EVERYTHING from scratch data structures like Linked List. It is intended only for personal practice and experimental purpose. For all the future visitors, the important lesson that can be gained from this project was mostly the architecture design process, which can be glimpsed from the documentation. I am very proud of this project, but at time I didn't even know how to use Git. See itch.io for some screenshots and any future updates.

Many bugs are not fixed, memory leak exists. It's also tested only on Windows 8 and Windows 10 with my own Lenovo Y480 laptop and i7 4970, GTX 970, Asus Z97-A PC environment. Some advanced rendering techniques like Shadow Mapping and Parallel Mapping are implemented but in terms of OpenGL API, advanced extensions are not used. I think this project in its present state should only be considered as a more complete OpenGL example, showcasing how it can be used to build an actual application, rather than a fully-fledged application in itself.

Dependencies

  1. DevIL: Image loading
  2. AssImp: 3D object import
  3. Glew: OpenGL extension loading
  4. Glfw: Window creation and management

Installation/Compilation

For executables, check out release page.

For compilation:

  1. Install VS2019 or above (for VS2013, use a previous version of code if you just wish to compile and see it running)
  2. Set DreamEditor as startup project
  3. Compile and run, no extra configuration is needed

Features (as a "quality" rather than "marketing value")

By and large, this is an experimental personal project intended to be just functional - nothing production-level. However for the scope of the project, I think it's rather complete in terms of presentation, with its user manual (Documentation Folder) and everything.

  1. OpenGL based, thus possible to run on different OS, although system specific functions need reimplementation
  2. Native Unicode support, tested on windows only
  3. Phong shader with parallax mapping support; Dynamic scene streaming
  4. Application-Independant Reusable components: BMFont loader, Simple-to-use C Style Specification file parser