Game Engine Vol.2
It has been quite long since I have made a post about my small game engine project. Well also world kinda went a bit of crazy in the mean time considering we have survived the COVID-19 pandemic and I have moved to Germany . Fortunately, I was able to get back to my engine and made some progress.
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Properly integrated a folder structure and CMake based build system to the engine. Now I have two projects, one that includes the core engine systems and a second sandbox project that runs the editor.
- A basic event system and layer system where events gets propagated through layer of stacks.
- Implemented an abstract graphics layer so that I can support more graphics APIs in the future. I only support OpenGL for now.
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Implemented a basic ECS system using Entt library
- Experimented with shadow mapping algorithms
- Percentage Close Filtering
- Exponential Shadow Mapping
- Variance Shadow Mapping
- Exponential Variance Shadow Mapping
- Percentage Close Soft Shadows
- Basic model loader implemented using Assimp
- Implemented a basic scene serializaion/deserialization using YAML so that I can save and load scenes
- ImGUI based editor GUI layer
As future work I want to integrate a basic scripting system in native C++ so that I can run small scripts to animate the objects/ In addition I want to implement a PBR renderer and upgrade the graphics API to Vulkan.