ershany / arcane-engine Goto Github PK
View Code? Open in Web Editor NEW3D C/C++ Game Engine - Created By Brady Jessup
License: MIT License
3D C/C++ Game Engine - Created By Brady Jessup
License: MIT License
Looks like you took a bit of inspiration from the Hazel game engine series. I appreciate that you've gone your own way on quite a bit of it, but I think an acknowledgement of the game engine series in this project's readme is probably appropriate :-)
We currently do not have the terrain as an entity in the scene. It is hard-coded and has no LOD control. Time to push that and up the fidelity. Then we have shippable terrain!
At somepoint we want a soundgraph and cool tools to modify sounds, but for now a basic engine is all that is needed for a 0.1 release.
If someone tries to build your project, he is forced to use Microsoft Windows, with Visual Studio. It is better if you provide steps(or a script) to build for other platforms and compilers.
You may use CMake, or something similar. I know it is hard in C++. It would be better if we had package/dependency managers like maven, gradle in JAVA.
This should also support importing the assets we have at the moment. And adding it to scenes, dragging textures onto materials and other settings that take assets.
This is the final piece of the puzzle to build a game in the editor!
When in fullscreen mode, the engine will crash if you try and alt tab.
For some reason the mesh data is wrong for Sponza, see this screenshot.
However all my other models had no issue with the new mesh & material system.
These are the commits that are at fault:
Currently debating between Jolt and PhysX for final implementation details
Should be able to render some shapes that show up in the editor, will be very useful.
Doesn't have to have all the shapes, just the structure so its easy to add more later. Like lines etc.
Needs to be batched rendered and support the usual stuff. Also spritesheet animation is going to be needed, this can be broken off to a separate task though.
#Priority List:
Check out the "lightprobe-bug" branch.
Look at the sphere where the light probe is placed. In deferred it shows noise, in forward it does not. This could be an issue with forward rendering, considering the probe contains these noisy areas. Needs more investigation.
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