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serenity's Introduction

Serenity

A game engine focused on producing stunning visual effects and supporting custom user made rendering and logic code.

Features

  • Physically based rendering using deferred rendering
  • Several post-processing effects (Depth of Field, HDR, SSAO, Bloom, Fog, God Rays, FXAA / SMAA based Anti-aliasing)
  • Entity-Component based game logic
  • Custom logic and rendering code via functors
  • Bullet Physics world
  • Multi-threading using boost::asio worker pool and functor based jobs
  • Resource loading (3d meshes, textures, sounds, fonts)
  • Optimized render calls using Render Graphs

Installing & Building - Visual Studio

The project uses several library dependencies. The current solution file is designed to be used in Visual Studio 2019 with the libraries being built statically and not dynamically, on a Windows OS. Make sure to link the dependencies and their header files. The dependencies are:

  • Assimp
  • Bullet Physics
  • SFML
  • freeglut
  • GLEW
  • glm
  • Boost (filesystem, iostreams, systems)
  • LUA

In the future, the engine will receive an overhaul with the intention of opening it up to client usage. Part of this endeavour will be a wiki section with API documentation as well as continued refactoring of the engine code for readability and understanding.

serenity's People

Contributors

mstubinis avatar

Stargazers

 avatar ckytam avatar Michael Cheng avatar kampxtr avatar Robert Campbell avatar Do avatar Liam Middlebrook avatar  avatar

Watchers

 avatar

Forkers

meowboy326

serenity's Issues

Generic Object Structure

Separate out the different types of objects...

  • Base Objects
  • Dynamic Objects
  • Cameras
  • Skyboxes

... as to be able to control their update and render calls, as well as to limit memory by limiting inheritance

Expand readme - Linux

Building the project on a fresh linux install has not been tested yet. There might be some missing information. Readme expansion may be necessary

Expand readme - Windows

Building the project on a fresh windows install has not been tested yet. There might be some missing information. Readme expansion may be necessary

Texture Buffer Sizes

Implement a way to allow for different texture buffer sizes (for blurring, ssao, etc)

Game - Starting from Scratch

We need to be able to provide a bare minimum starting point for users to build their own games. Basically include the default Game.h / .cpp file and include extensive documentation on how to use the engine.

Combine Windows & Linux Branches

I can't keep the linux branch separate from master forever. I need to be able to combine the source code for each platform such that no changes should be needed to compile on either platform. I will also need to create separate build sections, one for windows using VS and one for linux using make.

Base engine code refactor

The engine code will need to be refactored mainly for readability. Sections of code will be split into several reasonable header and source files, and the code will be reasonably commented.

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