Engine being developed during UPC's Masters Advanced Programming for AAA video games.
This is the second implementation of the engine. Right now it can load models, textures and move through the scene with a camera. It also has an editor to play with settings of different modules. The functionalities correspond to the ones asked for the second assignment. By default we load a survival shooter scene, there's the possibily to build your own scene and save it, but for now only one scene may be saved at the same time (besides default scene). It's named after the Gomu Gomu no Mi devil fruit from our favourite manga (One Piece) to represent the ability of this engine to adapt to any feature needed.
Guillem Burgués Miró - https://github.com/GBMiro/ David Sierra González - https://github.com/devildrake
You can find the source code in the following link: https://github.com/GBMiro/GomuGomuEngine
- Alt left + Mouse left click : Orbital camera around the model's center
- Right click + W/S/A/D/Q/E: Free look with the camera and you can move forward/backwards, left/right and up/down with the previous keywords
- Mouse wheel: Camera zoom in and zoom out
- F: Focus the camera on the current model's center keeping your camera direction
- Left shift: Duplicates the speed when using W/S/A/D/Q/E to move the camera position
- ESC: Closes the engine.
- Drag and drop: You can load any model in fbx format with drag and drop. Upon dropping an picture in .png, .jpg and .tif, said texture will be loaded in the engine so it may be selected on the Mesh Renderer Component display, under material, on the Properties window.
- Alt left + Mouse right click : Move camera forward/backwards
- **Left click on a GameObject inside the scene: Select said GameObject, there's several options as to how this is done. More on the Configuration Section.
- **Transform Gizmos: ** If a Gameobject is selected, a transform gizmo will be shown, said gizmo can be toggled with W/E/R for Translation/Rotation/Scale, Locald/Global gizmo modes can be switched with L/G
- **Play/Stop Buttons: ** Pressing Play button will make an aux copy of the scene, pressing Stop button will reload said aux copy of the scene, rendering all changes made in "play mode" ignored.
The editor has a main bar with 3 tabs:
- File: Right now shows the option to quit the engine, save the current scene, load the last saved scene and load the default scene.
- Windows: You can show/hide editor windows through this tab. By default all windows are close
- About: Contains a link to the source code and you can read a short description of the engine.
- Configuration: You can toggle various options from the camera (zNear/zFar, FOV, camera speed...), textures (Min/Mag filter, MipMap, WRAP...), window (width, height...),input(mouse sensitivity), rendererer (tonemapping/Gamma correction), Scene (Ambient light, Frustum Culling), Editor (Drawing QuadTree "High cost", how the Mouse picking is done, wether via QuadTree accel or directly, Frame rate capping, Vsync toggling).
- Monitor: Shows information about the hardware the engine is running on, libraries that are being used and some performance data
- GameObject Hierarchy: Current scene GameObjects will be displayed here in a hierarchichal way, GameObjects can be selected by clicking on them here. users can drag/drop GameObjects on top of others to modify the hierarchy. Right clicking on hierarchy will show an option to Create a GameObject, if a GameObject was selected, the Destroy button will also be shown. This can also be done by perssing Supr with a selected GameObject
- Properties: If users have a slected GameObject on the hierarchy window, this window will display all components contained withing the GameObject, each Component with its different exposed variables.
- Console: Shows all LOGs made by the code, can be cleared by right clicking on it and pressing button named clear.
- By default frustum culling is enabled, the only camera within the scene besides the editor camera is the one managing the culling and by toggling off the editor property culling it becomes disabled.
- If you download the source code and open it with visual studio, before executing you need to set the project working directory to $(ProjectDir)/Game so it can find all the .dll files
- If you can't close the engine through the "X" in the upper bar, you may need to close all window editors that are not docked.
- If you can't load a texture, take a look into the log window to get more details. The editor will load a black texture in case it could not find the one dropped
- Sometimes the combo box for Min filters may not let you select a filter. Try resizing the configuration editor window
- The second assignment was worked on Development branch and we used branches whenever our work differed too much and a big new feature was being implemented from scratch.
- GameObjects and components may be set active/inactive or enabled/disabled via toggles in the property window, for now MeshRenderer and LightComponents are the only ones that can be disabled, disabling lights will make the scene darker and disabling mesh renderers will prevent them from drawing.
- The default scene contains two lights (One point light and one directional light), there's no way to create new light but the drawing system is prepared to withstand up to 8 pointlights per gameObject (It sorts them by distance) and a directional light.