v Assignment3.5
This is a 3D Game Engine made by Students at CITM (UPC) from Spain.
Go to our github release page and download the las version .zip : EmptyWhispers
Extract .zip files inside a folder and open the .exe file.
- View around: Right click
- Move through viewport: WASD + Right click
- Speed up: Shift
- Zoom: Alt + Right click
- Fast Zoom: Scroll wheel
- Move X/Y viewport: Middle mouse
- Focus object: F
- Orbit object: Alt + Left click
- Deselect object Click on any part of Hierarchy panel or out of an object in scene
- Configuration: Shift + 1
- Console Shift + 2
- Hierarchy: Shift + 3
- Create Shape: Shift + 4
- Inspector: Shift + 5
- Scene: Shift + 6
- Game: Shift + 7
- Resources: Shift + 8
- Script Editor: Shift + 9
- About: Shift + Control + A
- Christian Martínez christt105
- Marc Galvez optus23
- Panel Edit Shortcut
- Save and Instance Prefabs
- Lua component script in inspector editable in real time. Allowed types:
- Int
- Float
- String
- Bool
- GameObject
- Prefab
- Macros in lua
- Slider (int & float)
- Drag (int & float)
- Input (int & float)
- GameObject
- Prefab
- Script Editor in Engine
- Autocomplete WhispEngine Scripting API variables in ZeroBrane (see Assets/Configuration/ZeroBrane/README.md)
- zBuffer (to active: go to Panel Configuration -> zBuffer -> active)
- Skybox (to change texture: go to Panel Configuration -> Skybox -> ChangeTexture)
- Game Build
- Cool Web page with html
- Two window panels for Scene and Game
- Camera Preview like Unity
- Change main Camera
- Own File System
- Octree
- Window Assets
- Resource Panel shows all Assets in the project
- Library/ is generated identically if it does not exist
- An external window of Windows API to Save & Load Scenes
- Hidden Files like temporary scene when active play button
- Docking
- Dockspace + Rendering inside a ImGui Window viewport
- ImGui Panels can exist and work well outside SDL main window
- Extra inputs movement camera: -Middle mouse button, move around in X/Y axis - Alt+RClick, Zoom in/out dragging with mouse
- Shortcut system
- Drag and Drop Game objects inside/outside other objects to transform parents and children
- Create an empty Game object with right click in hierarchy and delete it
- Transform logic created and working! (commented in code for assignment1)
- Add component
- Outline meshes using StencilBuffer (blue to children objs, orange to parent objs)
- Viewport options to configure all Engine Speeds in Configuration panel
- (?)Info - Help markers
- Change mouse icon when click middle mouse button
- JPG files can be loadded
- Microsoft Visual Studio 2017
- OpenGL3
- SDL v2.0
- STL
- MathGeoLib v1.5
- PCG v0.9
- Mmgr
- ImGui
- ImGuizmo
- JSON parser v3.7
- Glew v2
- par_shape.h
- Assimp v5.0
- DevIL v1.8
- GPU detect v1.1
- Lua 5.3.5
- LuaBridge 2.4
- ImGuiColorTextEdit
- Github repository
- Web page
Under supervision of lecturers Ricard Pillosu and Marc Garrigó
Copyright (c) 2018 @christt105 (Christian Martínez De la Rosa) and @optus23 (Marc Gálvez Llorens)
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.