Glass Engine 3

Preface

This is the 3 engine I’m building from scratch. The first was a 2D engine built in 2nd year at University and the second was built for my final year computing project. As there are less pressures and time restrictions on this one it should be more fully featured as well as more polished then its predecessors.  I should also point out that this isn’t a how-to guide or tutorial. It is just my observations and whats been occurring as I’m progressing through.

I have actually started a few weeks before and in that time and event based input system was created. A triangle can be rendered to a resizable window. All of the components are black boxed and the renderer is set up to switch between OpenGL 4 and other types (the other types such as DirectX are yet to be created). The project is utilising  C++ 14+ features in Visual Studio 2017.

Note: Due to the planned usage of proprietary middleware, this project is NOT open-source or public. At no point during the production of the engine will the source code be made publicly available.

The planned features include:

  • Swappable graphics renderers (OpenGL4, Vulkan, DirectX 11, DirectX 12, Metal)
  • Multithreaded Rendering
  • NVIDIA PhysX 3.4
  • NVIDIA GameWorks
    • Volumetric Ligting
    • WaveWorks
    • Turf Effects
    • Flow
    • VXAO / HBAO+
    • VXGI (Global Illumination)
    • FaceWorks
  • AMD GPU Open
    • Tress FX
    • AO FX
    • Depth Of Field FX
    • Shadow FX
  • VR Support (OpenVR & Oculus SDK)
  • Cross-platform Editor (Windows and MacOS)
  • Cross-platform build targets (Windows, MacOS & Android)
  • Component based entity sructure
  • Nested Prefabs
  • C# Scripting support
  • GPU Lightmap baking
  • CPU & GPU Particles
  • Audio
    • Spatial Audio (Steam Audio)
    • Dolby Digital / Atmos
    • Reverb Zones
    • Audio Mixer
    • 7.1 Channel Support
  • Post Processing Stack

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