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Skylicht Engine is C++ Game Engine based on Irrlicht 3D. And my goal is to create a high-performance and lightweight Game Framework that can seamlessly function on both web and mobile platforms. This framework will be available to everyone for free.

License: MIT License

Batchfile 0.01% CMake 0.64% C++ 67.78% C 28.64% Python 0.11% GLSL 0.90% HLSL 1.07% HTML 0.48% Shell 0.01% Objective-C++ 0.15% Objective-C 0.07% JavaScript 0.06% Java 0.10% Lua 0.01%
skylicht-engine irrlicht-engine google-angle opengles3 directx11 lightmapper game-development game-engine particle

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skylicht-engine's Issues

Skylicht Editor

DONE

  • UI Interface
  • Asset Management UI
  • Scene Editor (add an object, scale, rotate, move)
  • Import/Export 3d model
  • Material editor
  • Tools features: Undo, Copy, Paste, Duplicate...

IN PROGRESS

  • Animation
  • 2D GUI editor
  • Object Instancing
  • Primitive Object (Cube, Plane, Sphere...)

PLANNED

  • Terrain Paint
  • Animation Editor
  • Texture Atlas, Lightmap...

Collision

Add raycast to detect collision with Object (Mesh)
Ref #5

Mesh Exporter

Export dae, obj... to binary mesh (optimize load model)

Improve Lightmapper baker

Optimize bake time 2 ways:

  • OpenMP (CPU multi thread) (done!)
  • Compute SH by GPU Shader (planned)
  • OpenCL (GPU multi thread for crossplatform) (pending)

ref #54

Skylicht Engine Core

CORE FEATURES:

DONE:

  • GameObject (Camera, Lighting, Transform)
  • Component
  • Basic Engine Shader
  • Render pipe line: Forwarder/Deferred
  • Collada DAE loader
  • OBJ loader
  • Mesh Render
  • Material
  • Texture Manager
  • Entity Component System (ECS)
  • Skeletal Mesh
  • Animation/Animation Blending
  • Utils
  • Lightmapper
  • Particle system (billboard, trail)
  • Audio/Sound 3D engine
  • Android Studio APK build
  • Blend-Shapes
  • Mesh Instancing
  • Collision

IN PROGRESS:

  • Compute Shader
    • Done in DX11
  • GPU Lightmap baker
    • Done in DX11
  • Post processing
    • Done: Tonemapping, Camera Exposure, Bloom/Glow, FXAA
    • In progress: SSAO, ColorGrading
  • Particle system
    • In progress: Mesh particle instancing

PLANNED

  • Irrlicht Metal Driver
  • Terrain (Wait Editor)
  • Scene (Import, export) (Wait Editor)
  • Bullet Physics (Wait Editor)
  • Occlusion Culling (Wait Editor)
  • Animation IK (Wait Editor)

Physics

Add physics (Bullet3 engine), collision detection with CharacterController
Ref #5

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