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Forge

A game engine which purpose is to be a sandbox for various algorithms a.k.a. educational purposes.

Goals:

  • As less external code as possible (as long as it makes sense/it's not boring to implement) - hence no helpers like DirectXTK
  • OOP and DOP hybrid - ECS where it makes sense.
  • Long term project with slow, but constant progress.

Unit Tests have been moved to separate, private submodule. They're obviously not needed to run an application.

Current state:

v0.05

  • Editor (scene hierarchy, view and object's details)
  • Scene serialization (generalized and RTTI-based)

v0.04

  • ECS 2.0
  • Debug shapes + drawing wireframe
  • Animation component + system
  • Physx integration
  • Finally... skybox

v0.03

YouTube video :

  • Spot lights and directional lights
  • Orthographic camera
  • Shadows for point, spot and directional lights
  • Alpha blending
  • Self made RTTI
  • FBXes loading
  • Skeletal animations

v0.02

  • Deferred shading
  • IMGUI debug with G-Buffer preview
  • Smooth runtime switch between Forward<->Deferred mode thanks to one, macro based Uber shader
  • Separate rendering passes for Opaque, Transparent (not implented yet) and Non-lit (for drawing in-world debugs) objects

v0.01

  • ECS Systems, Components and Entities
  • Forward rendering
  • Ambient + point light with blinn-phong
  • Loading obj models (using tinyobj), materials and diffuse textures
  • Self-implemented math
  • Imgui integration
  • Tracy integration
  • D3D11 API completely decoupled from engine