This project is a combination of two separate projects: a game engine (called the Kiwi Engine) and a game/tech demo made using the engine. Both the demo and the engine were made over a period of 8 months, or around 500 hours, as a university capstone project.
This tech demo focuses mainly on procedural generation of a voxel world and uses the engine to quickly create the terrain meshes and for communication between the player and the terrain and a few simple NPCs. Like the engine, the demo game was made from scratch in C++ using Visual Studio and includes no external libraries except for the STL library and the engine itself.
To run the demo, a minimum screen resolution of 1600x900 is required, along with a DirectX 11 capable GPU.
Esc: Free the mouse
WASD: Movement
Space: Jump
L-Shift: Run
Tab: Toggle between no-clip (free camera) and regular mode
C: Toggle between block-edit and combat modes
Right-Mouse: Fire projectile (combat mode), or remove voxel (block-edit mode)
To build the demo, the static library and source files of Engine, as well as the DirectX 11 SDK, must be linked. The engine can be found here.
To do this in Visual Studio 2015, simply add the paths to the include and library directories in the solution's "VC++ Directories" property.