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A tool made with readability in mind that will one day let you create efficient 3D applications fast. Giving users control over resources and avoiding bloat is the priority.

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mandryskowski/game-engine-engine

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The "My Game Engine" Engine C++/OpenGL (26 Oct 2019 -> Now)!

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Sample pool game

Features

  • Actor & Component hierarchy
  • Transformations system (local & world)
  • Shader loading
  • Model and Phong material loading
  • Basic material system
  • Phong lighting system + normal maps
  • PBR Shading (with light probe generation for IBL)
  • Skeletal animation system
  • Shadow mapping for multiple lights (directional, spot or point)
  • Parallax Occlusion Mapping
  • Ugly SSAO
  • FPS camera system
  • Postprocessing - HDR, Gamma Correction and efficient gaussian blur
  • SMAAT2x, velocity buffer could be useful for implementing per-pixel motion blur
  • Basic PhysX integration (with built-in debug system)
  • Primitive audio engine using OpenAL Soft; you can only load .wav files for now
  • Interpolation system for simple animation
  • Some utility classes for future development

TO-DO:

  1. .ogg loading
  2. Fix calculating the velocity buffer by taking bone matrices from previous frame into account (applies to animated models). SMAA T2x is shaky because of this.
  3. Add a normal audio engine that is actually useful in any game making process.
  4. Think of a more catchy name...
    Full TO-DO list: https://trello.com/b/TgOo5G0b/game-engine-engine-roadmap

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by Michał Andryskowski

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A tool made with readability in mind that will one day let you create efficient 3D applications fast. Giving users control over resources and avoiding bloat is the priority.

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