This project started with the idea of making my assignments faster to code. Instead of reusing bad written code I focused on developing this tool that could make render and move objects easier.
Due to the amount of work of the Master that I am doing, this project is still not finished and a lot of new features have to be added to convert it into a fully functional engine.
- Gooch Technical Shading
- Inverse Kinematics
- MipMapping
- Rendering Styles (Refraction and Reflection)
- Particles
- Rendering Styles (Phong, Gooch and Cartoon)
- Rotations (Euler and Quaternions / Hierarchical)
- First Demo
- Create a header file with all the engine definitions
- Add namespaces
- Update everything to C++11-C++14 (mainly pointers)
- Change design pattern for creating new game objects
- GetComponent by name with efficient search
- Add shadowmapping
- Abstract OpenGL buffers, vao and vbo
- Refactor Object Loader to handle more material options
- Make use of inline methods
- Move classes from projects to the main engine
- Quaternion Camera
- Refactor and simplify phong shader
- Add font rendering
- Remove the util\util\Util.h class
- Abstract the shaders
- Virtualize the main loop from the Application class