- Creating Engine3D from scratch using the raw OpenGL API, for understanding further Computer Graphics, and Rendering Architecture
- The purpose for this engine, eventually is to be a Rendering-API agnostic engine that'll soon be able to support Vulkan, DirectX, and even Metal
- Allowing to build creative projects through this engine. While also giving users to use this as an API as well as having an easier setup.
- Here are the philosophies behind the codebase is to be fast, scalable, and be platform-specific.
- Platform-specific meaning you use what you only need.
- Engine3D's interactive built-in UI Editor
- Interactive UI elements for dealing with multiple scenes
- Managing entities, and Resources
- Playing active scenes through the editor
- Creating a new scene, loading, and saving different scenes through serialization.
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- Will be adding in ray tracing, lighting effects
- This is ray tracing and using PCG hashing to minimize the noise we see in each frame.
- Manually using Engine3D in its early stages to develop a particle system.
- Used for the
Rocket-Game
for giving it the propeller effects.
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- Engine3D will have support for building 2D and 3D games.
- Building a 2D game called "Rocket-Game", where mechanics represent both the flappy bird and the flying mode in geometry dash. \
- Link to that repo for Rocket-Game
https://github.com/SpinnerX/Rocket-Game
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- 2D Batch Renderer
- Editor UI Layout
- Orthographic/Perspective/Editor Camera
- Profiler
- Serializer/Deserializer (YAML)
- Native Scripting
- Native File Dialog (Mac)
- Entity Component System (ECS)
- Add/Delete Entities/Components (Editor)
- 2D/3D physics simulation
- GPU Particle simulation
- Animations
- Meshes
- Mesh Fracture
- Multiple Rendering Targets
- Instance Rendering
- Ray Tracing
- Rigid Body (Physics)
- Soft Body (Physics)
- Audio Processing
- Audio Synthesizer
- Sound VFX
- Skeletal Animations
- Bones Nodes
- Joint Physics
- Terrain generator