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README.md

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License: MIT Coverity Scan Build Status Donate

LOGO

  • What is TDME2?

  • What is already working

    • 3d engine
      • model parsing
        • WaveFront OBJ
        • DAE parsing with skinned meshes and animations
          • group names/ids must not have whitespace characters
          • requires baked matrices
        • FBX via FBX SDK
        • TDME Model file format
          • this is a much more efficient model file format for TDME
          • can be read and written
        • DAE and WaveFront OBJ files require triangulated meshes for now
      • objects/entity types
        • 3d model based objects with
          • animations
            • supports model object base animation and animation overlays
            • supports animation blending
          • skinning via
            • CPU on GL2, GL3+/CORE, GLES2
            • GPU via compute shaders with GL4.3+/CORE, Vulkan
            • which also supports several instances of the same object to reduce compute and render calls
          • both animations and skinning have some sort of configurable LOD functionality
          • texture transformations/animations
            • via texture matrices
        • objects with support for LOD
        • render group objects for foliage and such including LOD support
        • particle systems which
          • are object based
          • or point based, including sprite sheet animation support
          • or for fog purposes
          • and support
            • basic/point emitter
            • sphere emitter
            • bounding box emitter
            • circle on plane emitter
            • ...
          • there is also support for particle system groups
        • lines based objects
        • entity hierarchy objects
      • object/entity transformations
        • scaling
        • rotations
        • translation
      • color effects on objects/entities
        • color addition
        • color multiplication
      • lighting
        • supports phong lighting
        • supports phong shading on GL2, GL3+/CORE,
        • supports gouraud shading on GLES2
        • supports diffuse mapping on GLES2, GL2, GL3+/CORE, Vulkan
        • supports specular shininess mapping on GL3+/CORE, Vulkan
        • supports normal mapping on GL3+/CORE, Vulkan
      • custum shaders that currently include
        • lighting + depth fog
        • lighting + foliage + depth fog
        • lighting + tree + depth fog
        • lighting + terrain + depth fog
        • lighting + water + depth fog
        • solid(no lighting + no depth fog)
        • sky(no lighting + no depth fog + fragment depth at maximum)
      • shadow mapping
      • early z rejection
      • post processing
        • depth blur
        • SSAO
      • object picking
      • camera control
        • set up look from, look at, up vector can be computed
        • frustum culling via oct tree
      • supports offscreen instances
        • rendering can be captured as screenshot
        • rendering can be used (in other engine instances) as diffuse texture
      • screenshot ability
      • multiple renderer
        • GLES2, GL2, GL3+/CORE and Vulkan(still experimental)
    • physics via ReactPhysics3D 0.7.0
      • have sphere, capsule, obb, convex mesh, concave terrain mesh bounding volumes
      • have multiple bounding volumes per body
      • have static, dynamic rigid bodies and collision bodies
      • uses discrete collision detection
      • rigid body simulator
      • ray tracing
      • for RP3D internals and additional features see ReactPhysics3D website
    • path finding
      • uses A*
      • is paired with physics world to determine if a "cell" is walkable
      • optional custom walkable test
    • 3d audio
      • decoder
        • ogg vorbis decoder
      • audio entities
        • streams
        • sounds
    • GUI system
      • borrows some ideas from Nifty-GUI regarding XML and layouting
      • borrows some ideas from AngularJS like
        • all nodes are in the GUI node tree and can be made visible or unvisible depending on conditions
      • adds some improvements like
        • support auto keyword with nodes width and height attributes
        • layouting on demand in combination with conditions
      • supported primitive nodes from which compounds are built of
        • element
        • image
        • input
        • layout
        • panel
        • scrollbars
        • space
        • text + multiline text
      • supported compound elements
        • button
        • checkbox
        • dropdown
        • image button
        • input
        • knob
        • progress bar
        • radio button
        • scrollarea both
        • scrollarea horizontal
        • scrollarea vertical
        • selectbox
        • selectbox multiple
        • slider horizontal
        • slider vertical
        • tabs
      • includes a simple script language
        • to react on events with like on-mouse-click, ... and on-change for elements
        • to manipulate conditions of elements, values of element controller and node properties
      • supports position and color based effects
    • Networking module, which consists of
      • UDP server
        • n:m threading model with non blocked IO via kernel event mechanismns(epoll, kqueue or select)
        • supports safe messages with acknowledgment and automatic resending
        • support fast messages
        • can be used in a heavy multithreaded environment (the networking module is thread safe)
        • IPV6 ready
      • UDP client
        • has single thread with a simple threadsafe API
        • supports all features required by UDP server
        • IPV6 ready
      • Simple HTTP client
        • uses a blocking TCP socket, thus it has a simple blocking API
        • Ready for REST providing all methods, setting content type and body
        • be able to set GET and POST parameters via unordered map
        • supports basic authentification
        • IPV6 ready
      • HTTP download client
        • supports basic authentification
        • uses a separate thread to download to file
        • IPV6 ready
    • Operating system abstraction layer
      • file system
        • standard file system
        • zlib based compressed archive file system and a tool to generate it from ./resources and ./shader folder
      • multi threading
        • barrier
        • condition
        • consumer/producer queue
        • mutex
        • read write lock
        • semaphore
        • thread
  • What does it (maybe still) lack

    • physics
      • some more RP3D integration
    • example games
    • documentation
  • What is WIP or planned

    • Makefile generator for TDME2 based projects
    • Installer
    • Water shader
    • Improve on Vulkan
    • PBR lighting shader for GL3/CORE+
    • Expose shader and post processing programs setup API
    • Some UI elements need some default skinning fixes
    • WaveFront OBJ model file reader is broken currently
    • Integrate a scripting language to be able to script TDME2 applications or sub logics
    • A release plan
    • A demonstration video
  • Technology

    • designed for simple multi threading, but
      • 3D rendering engine uses multiple threads if using Vulkan renderer, or one thread only if using a GL renderer
      • UDP client has its own thread
      • UDP server can have multiple IO threads, multiple worker threads and always has its own server thread
      • HTTP download client has its own thread
      • physics or game mechanics can also run in a separate thread(s)
    • uses 3rd party libraries
      • need to be installed
        • GLUT
        • OpenGL
        • OpenAL
        • glew
        • pthreads
        • Vulkan(optional)
        • GLFW3(optional, required for Vulkan)
      • included in TDME2 repository
        • FBXSDK
        • libpng
        • ReactPhysics3D
        • RapidJSON
        • sha256
        • tinyxml
        • V-HACD
        • Vorbis/OGG
        • Vulkan
          • glslang
          • OGLCompilersDLL
          • spirv
          • VulkanMemoryAllocator
        • zlib
    • targeted platforms and its current state
      • Windows/MINGW(port completed)
      • Windows/MSC(port completed)
      • Linux(port completed)
      • Mac Os X(port completed)
      • FreeBSD(port completed)
      • NetBSD(port completed)
      • OpenBSD(port is WIP)
      • Haiku(port completed)
      • Android(port pending)
      • iOS(port pending)
  • Links

  • External references

  • Other credits

    • Mathias Lenz
    • Dominik Hepp
    • Kolja Gumpert
    • Mathias Wenzel
    • Sergiu Crăiţoiu
    • Chantal Zabel
    • others
  • Interested in collaboration? Then drop me a line via mail or use the issues section on tdme2@github

    • You can help with testing and reporting bugs
    • I have easy to hard task regarding engine/tools development
    • I have tasks regarding documentation
    • I even might have system administrator tasks
    • If interested to get involved as software architect, I am currently looking for someone to review/improve parts of the architecture
  • I have to pay my bills and beer, so if you have any use for this open source project, like educational, productive or fun, ..., consider a donation here https://www.paypal.me/andreasdrewke