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Description
This is a Game Engine I've built using the Entity Component System (ECS), entiriely in C++ with SDL. It handles Display Creation and Mesh Reading/Drawing with Materials and Shaders. The majority of my time spent on this project has been put into game optimisation to ensure the lowest compile time and best runtime performance. As such, the game does not offer much in terms of visuals. This project is currently in development.
Features
- Entity Component System
- Fast ASSIMP Model Loading with Model Binary Optimisation
- Frame Buffer Object (Kuwahara Filter)
- Double Buffering
- 3D AABB Collision Detection
- SFINAE Test to auto-subscribes onUpdate method to EventSystem
- Global Variables
- Quaternion Transform
- Timestep Management
- Data Structures such as Singleton and EventSystem