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Neko Engine - Second Assignment

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@Sandruski Sandruski released this 18 Nov 19:55
· 207 commits to master since this release

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