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Frankenstein

My First 3D Game Engine.

The rendering engine was developed based on thebennybox 3D Game Engine (https://github.com/BennyQBD/3DEngineCpp).

The physics engine was inspired by http://gamedevelopment.tutsplus.com/series/how-to-create-a-custom-physics-engine--gamedev-12715.

Dependencies

  • OpenGL
  • SDL2
  • stbi_image
  • Assimp 3.0
  • OpenAL

Supported Platform

  • Windows: No additional dependencies requried. Just import the solution in Visual Studio. Currently solution only builds into Debug config

TO-DOs

  • Free-moving Camera DONE! With bugs though...
  • Normal Mapping DONE!
  • Render to Texture DONE!
  • Shadow Mapping DONE! With bugs...
  • Anti-Aliasing DONE! With bugs...
  • Particle System
  • Physics Engine DONE!
  • Audio System DONE!
  • Cross Platform?

Known Issues

  • Erros in transform calculation
  • Bugs in shadow map for directional lights
  • Shaking effect of FAAX
  • Profiler not fully used everywhere (just too lazy)
  • AABB colliders does not support angular momentum (because of non-rotational nature of AABB collider)
  • Audio Engine very primitive. Definitely need more improvements

Demo

Demo
A demo demonstrating functionality of Rendering and Physics Engine, showing a lighter sphere (left) colliding with a heavier one (right). A directional light and a spot light in the center was presented in the scene as well.

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