This codebase will evolve into the next generation Aether3D. More info: http://bioglaze.blogspot.fi/2014/12/planning-aether3d-rewrite-for-2015.html
- Windows, OS X, iOS and Linux support.
- OpenGL 4.1, 4.5, D3D12 (WIP) and Metal renderers.
- Component-based game object system.
- Oculus Rift support.
- Sprite rendering, texture atlasing and batching.
- Bitmap and Signed Distance Field font rendering using BMFont fonts.
- Audio support for .wav and .ogg.
- Custom model format with .obj and Blender exporter.
- Virtual file system for .pak files.
- XBox controller support.
- Cross-Platform scene editor.
- Vulkan renderer.
- Clustered Forward lighting.
- Most of the features in my previous engine
- After building build artifacts can be found in aether3d_build next to aether3d.
- Open the project in Engine\VisualStudio_GL45 and build it. For MinGW you can use Engine/Makefile.
- Build and run Samples\01_OpenWindow.
- Open the project Engine/Aether3D_OSX in Xcode and build it or run the Makefile.
- Open the project Samples/01_OpenWindow/OpenWindow.xcodeproj and run it or run the Makefile.
- Build Aether3D_iOS in Engine. It creates a framework.
- Open Samples/02_iOS_Hello and add the framework into the project.
The engine is licensed under zlib license.
Third party library licenses are:
- stb_image.c is public domain
- stb_vorbis.c is public domain
- glxw is under zlib license
- OpenAL-soft is under LGPLv2 license
https://docs.google.com/document/d/1jKuEkIUHiFtF4Ys2-duCNKfV0SrxGgCSN_A2GhWeLDw/edit?usp=sharing