This is an experimental fork of Turso3D
- SDL2 replaced by GLFW;
- Custom smart pointers replaced by the std ones;
- Data is stored in xml (handled by pugixml), not in json;
- Original Turso3D/Urho3D models needs to be converted (Model converter is included), because all indices are read as unsigned;
- RTTI completely removed;
- Event system completely removed for now;
- Object Factory completely removed for now;
C++ 17 compiler required.
There are other changes such as the scene no longer being a node, but a "container" for the root node and the octree (which also is no longer a node).
Experimental 3D / game engine technology partially based on the Urho3D codebase. Expected to remain in an immature or "toy" state for the time being.
- OpenGL 3.2 / GLFW
- Forward+ rendering, currently up to 255 lights in view
- Threaded work queue to speed up animation and view preparation
- Caching of static shadow maps
- Hardware occlusion queries that work on the octree hierarchy
- SSAO