A basic C++ sandbox / prototyping engine. The engine is developed in my spare time and as such updates are currently quite sporadic. Development started when I began to run into performance limitations of the previous Python implementation of the engine. I'm using this engine for proof of concept implementations for rapid game development features.
- OpenGL Renderer
- Cross Platform: Windows / MacOS
- Python scripting
- Bullet Physics
- Hotloading Resources
- Basic XML Scene format
- Windows - OK
- MacOS - Unstable
I developed the engine with the Unity 3D architecture in mind. Each scene contains nodes, which can be assigned various components for audio, physics, script etc.
Where possible I've tried to expose the engines classes to Python and most engine components are able to be modified from script.
Currently all engine resources can be modified in place without restarting the engine. This includes:
- scripts
- shaders
- models
- textures
- audio
- scenes
- SFML
- Bullet Physics
- Intel Thread Building Blocks
- Boost ( Python, FileSystem, Format)
- Glew
- Fix currently disabled UI (Done) - Replaced with IMGUI https://github.com/ocornut/imgui Wrapped By: (https://github.com/Mischa-Alff/imgui-backends)
- Convert math classes to glm
- Shadow Rendering
- Package Management
- Documentation
- Unit Testing
- Job tree threading implementation
- Scene Editor
- Switch to cross platform build system