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514.0 26.0 36.0 1.08 GB

3D C/C++ Game Engine - Created By Brady Jessup

License: MIT License

C++ 69.17% GLSL 28.68% C 0.70% Lua 0.10% Batchfile 0.02% Python 1.33%
opengl 3d-graphics physically-based-rendering graphics-programming graphics-engine c-plus-plus glsl image-based-lighting ibl hdr

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arcane-engine's Issues

Acknowledements

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 :-)

Basic Sound Engine

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.

Better dependency management

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.

Virtual Filesystem for Game Assets

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!

Debug Rendering API

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.

2D Batch Rendering API

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.

Efficiency TODO List:

#Priority List:

  • Update Assimp to be compiled using Boost, which will allow my model/scene loader to be multi-threaded.
  • Update all of Arcane's dependencies and make Arcane Engine a 64-bit engine.
  • Research what needs optimizations (ie what would benefit from using a memory pool). Of course this is going to take some time, since most of the code that I will want in a memory pool, isn't even implemented as of yet (June 2017).
  • Implement memory pools. This is a very important feature as it will speed up memory allocation (as we can reuse and there is less overhead from "new" calls), and reduce memory fragmentation. Of course self allocation methods will allow me to build a profiler, and like I said, one of the biggest benefits is reducing memory fragmentation.
  • Officially update the project to be a VS-2017 project (right now it supports 2017, but it is a 2013 project).
  • Look into switching GLEW dependency to GLAD.

Light Probe Bug

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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