Skip to content

williamallas/TIMEngine2

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 
 
 
 
 
 
 
 
 
 
 
 
 

Repository files navigation

TIMEngine2

Second version of my Graphics Engine

Written in C++ / OpenGL4

Features :

  • VR compatible (openvr)
  • Tiled deferred shading for mass lights instancing
  • Cascaded shadow mapping
  • Physically based materials
  • Global illumination approximation (using specular probes)
  • Minimal driver overhead using glMultiDrawElementsIndirect/bindless textures/single allocated vertex buffer
  • Screen space reflexion, FXAA, Bloom/HDR shaders
  • A pipelined rendering system for flexible rendering, and pooled buffers
  • A resource system for async loading and automatique unused resources deletion

Organisation :

  • Source/TIMEngine2 : Actual implementation of the engine, divided in modules :

    • bullet : interface of the bullet physic engine
    • core : tools and maths for general purpose
    • renderer : interface for OpenGL and low level rendering stuffs
    • resource : the resource/asset system
    • scene : base class for scene management, non related to the rendering
    • interface : use everything above to implement a rendering pipeline and high level resource management
  • Source/OpenVR : interface for openvr steam library for making the engine compatible with VR headsets.

  • Source/TIMEditor : An GUI editor for the engine, still in developement and used to design the scenes for my VR game. Written with QT.

  • Source/PortalGame : An unnamed VR puzzle game with physically based interactions and a novative way of discovering the world using portals.

  • Source/RTSEngine : the (very) beginning of a RTS game engine

About

Second version of my Graphics Engine

Resources

Stars

Watchers

Forks

Releases

No releases published

Packages

No packages published