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Releases: WickedNekomata/NekoEngine

Neko Engine - Third Assignment

23 Dec 19:39
8ed5c1e

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  • 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

29 Oct 09:37

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  • Redo the code structure to support Game Objects

  • Bounding Box AABB for each Game Object

  • Static and Dynamic Game Objects

  • Hierarchy for the Game Objects (root node)

  • Components Transform, Mesh and Material

  • Load/Save the scene (scene serialization)

  • Read the model hierarchy from Assimp

  • Quadtree for static Game Objects (optimization)

  • Component Camera

  • Module Camera Editor ("ghost" Component Camera)

  • Frustum Culling (optimization)

Neko Engine - Second Assignment

18 Nov 19:55

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v0.5:

  • Redo the code structure to support Game Objects

  • Bounding Box AABB for each Game Object

  • Static and Dynamic Game Objects

  • Hierarchy for the Game Objects (root node)

  • Components Transform, Mesh and Material

  • Load/Save the scene (scene serialization)

  • Read the model hierarchy from Assimp

  • Quadtree for static Game Objects (optimization)

  • Component Camera

  • Module Camera Editor ("ghost" Component Camera)

  • Frustum Culling (optimization)

v0.6:

  • 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

  • ImGui Docking and Viewports

v0.7:

  • Resource Manager module and Resource class (ResourceTexture and ResourceMesh)

  • Import assets using custom import preferences (they can be changed by the user)

  • Draw Assets and Library folders in real-time

  • 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
  • Online mode: reference counting

  • UUIDs for Game Objects, Components and Resources

Neko Engine - Resource Manager

11 Nov 21:37

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  • Resource Manager module and Resource class (ResourceTexture and ResourceMesh)

  • Import assets using custom import preferences (they can be changed by the user)

  • Draw Assets and Library folders in real-time

  • 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
  • Online mode: reference counting

  • UUIDs for Game Objects, Components and Resources

Neko Engine - Importers, Game Mode Exe, Mouse Picking and Time Management

04 Nov 22:33

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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

14 Oct 16:40

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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)

09 Oct 21:03

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  • 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)

08 Oct 08:30

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  • Primitive Cylinder
  • Assimp integration to load 3D models
  • Drag and drop functionality to load 3D models

Neko Engine - Primitives

02 Oct 21:40

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  • 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

01 Oct 08:34

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  • Console window
  • Add Glew
  • Review OpenGL initialization/uninitialization
  • Draw order
  • Enable/Disable OpenGL options and Wireframe mode
  • File System (PHYSFS) implementation