Releases: WickedNekomata/NekoEngine
Neko Engine - Third Assignment
- Shader Pipeline
- New mesh format
- Shader Object
- Shader Program
- Shader Editor and Code Editor panels
- Multitexturing with shaders (Albedo, Specular and Normal Map)
- Unique shader for each Component Material
- Default shader
- Shader Binary
- Uniforms editable from the Inspector panel
- Skybox
Neko Engine - Game Objects
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Redo the code structure to support Game Objects
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Bounding Box AABB for each Game Object
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Static and Dynamic Game Objects
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Hierarchy for the Game Objects (root node)
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Components Transform, Mesh and Material
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Load/Save the scene (scene serialization)
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Read the model hierarchy from Assimp
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Quadtree for static Game Objects (optimization)
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Component Camera
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Module Camera Editor ("ghost" Component Camera)
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Frustum Culling (optimization)
Neko Engine - Second Assignment
v0.5:
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Redo the code structure to support Game Objects
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Bounding Box AABB for each Game Object
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Static and Dynamic Game Objects
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Hierarchy for the Game Objects (root node)
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Components Transform, Mesh and Material
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Load/Save the scene (scene serialization)
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Read the model hierarchy from Assimp
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Quadtree for static Game Objects (optimization)
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Component Camera
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Module Camera Editor ("ghost" Component Camera)
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Frustum Culling (optimization)
v0.6:
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Collapse Assimp FBX transformations (PreRotation, Rotation, PostRotation, Translation, Scaling)
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Serialize the scene after importing a model for later use
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Scene Importer and Material Importer
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Debug Draw primitives
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Mouse picking (raycast)
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Gizmos
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Editor Mode and Game Mode
- Buttons Play/Stop/Tick (Step)
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Real Time and Game Time clocks
- Slider to change the game dt
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Save scene in memory on Game Mode and load it from memory on Editor Mode
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Different executable to start the engine in game mode
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ImGui Docking and Viewports
v0.7:
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Resource Manager module and Resource class (ResourceTexture and ResourceMesh)
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Import assets using custom import preferences (they can be changed by the user)
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Draw Assets and Library folders in real-time
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Offline mode: update the resources only when pressing the 'Refresh' button from Assets panel
- File is removed/overwritten or moved to another folder
- Meta is removed
- File is dropped inside the engine
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Online mode: reference counting
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UUIDs for Game Objects, Components and Resources
Neko Engine - Resource Manager
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Resource Manager module and Resource class (ResourceTexture and ResourceMesh)
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Import assets using custom import preferences (they can be changed by the user)
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Draw Assets and Library folders in real-time
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Offline mode: update the resources only when pressing the 'Refresh' button from Assets panel
- File is removed/overwritten or moved to another folder
- Meta is removed
- File is dropped inside the engine
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Online mode: reference counting
-
UUIDs for Game Objects, Components and Resources
Neko Engine - Importers, Game Mode Exe, Mouse Picking and Time Management
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Collapse Assimp FBX transformations (PreRotation, Rotation, PostRotation, Translation, Scaling)
-
Serialize the scene after importing a model for later use
-
Scene Importer and Material Importer
-
Debug Draw primitives
-
Mouse picking (raycast)
-
Gizmos
-
Editor Mode and Game Mode
- Buttons Play/Stop/Tick (Step)
-
Real Time and Game Time clocks
- Slider to change the game dt
-
Save scene in memory on Game Mode and load it from memory on Editor Mode
-
Different executable to start the engine in game mode
-
Docking and Viewports
Neko Engine - First Assignment
v0.1:
- Base code (grid and camera)
- ImGui integration
- Main menu bar
v0.1.5:
- Remove Bullet, GLUT and glmath
- MathGeoLib and PCG Random Number Generator integration
- Panel to test the generation of random numbers
- Panel to test intersections between geometries
v0.1.6:
- Add Parson (JSON parser)
- Save/Load implementation
- Configuration window
- About window
v0.1.8:
- Console window
- Add Glew
- Review OpenGL initialization/uninitialization
- Draw order
- Enable/Disable OpenGL options and Wireframe mode
- File System (PHYSFS) implementation
v0.1.9:
- First primitives (Plane, Circle, Ray, Frustum and Cube)
- Render Cube in direct mode, with Vertex Arrays and with Vertex Arrays with indices
v0.2:
- Primitive Cylinder
- Assimp integration to load 3D models
- Drag and drop functionality to load 3D models
v0.2.5:
- DevIL integration to load images (textures)
- Drag and drop functionality to load images (textures)
- Draw all the meshes of the 3D model with a single texture
Assignment1.0:
- Inspector window (transformation, geometry and texture properties)
- Unity camera controls
- Multitexturing
Neko Engine - DevIL (Images Importer)
- DevIL integration to load images (textures)
- Drag and drop functionality to load images (textures)
- Draw all the meshes of the 3D model with a single texture
Neko Engine - Assimp (3D Models Importer)
- Primitive Cylinder
- Assimp integration to load 3D models
- Drag and drop functionality to load 3D models
Neko Engine - Primitives
- First primitives (Plane, Circle, Ray, Frustum and Cube)
- Render Cube in direct mode, with Vertex Arrays and with Vertex Arrays with indices
Neko Engine - OpenGL Draw and File System
- Console window
- Add Glew
- Review OpenGL initialization/uninitialization
- Draw order
- Enable/Disable OpenGL options and Wireframe mode
- File System (PHYSFS) implementation