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