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