Skip to content

Game Engine project made in three weeks in C++20. In this timeframe, we created an ECS, a simple physics engine, a graphics engine made with DirectX12, a scripting system and an input manager.

Notifications You must be signed in to change notification settings

GuilBlack/EngineProject

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 
 
 
 
 
 
 
 
 
 
 
 
 

Repository files navigation

EngineProject

Introduction

Introducing DXHEngine, a C++ and Direct3D 12 powered graphic rendering engine designed for high-performance and versatility. With its Entity Component System (ECS) and intuitive scripting, it's an ideal platform for testing out diverse game concepts to life.

Features

Entity Component System (ECS)

  • An efficient and flexible architecture that allows for high performance and easy management of game objects and their behaviors.

Scripting System

  • Inspired by Unity's MonoBehaviour, our scripting system enables developers to easily script game logic and behaviors, allowing for rapid development and iteration.

GameObject Framework

  • Includes foundational components such as transform and rigidbody, providing the essential building blocks for game development.

Getting Started

1-Prerequisites

To work with this engine, you will need:

  • Visual Studio: The engine is developed in C++ and relies on Visual Studio for development and debugging.
  • DirectX 12: Essential for graphics rendering. Most modern PCs come with DirectX 12 pre-installed, but ensure your system has it.

2-Installation

  • Clone or Download: Get the engine by cloning the repository or downloading it as a zip file.

  • Open the Solution: Navigate to the downloaded folder and open the solution file (.sln) in Visual Studio.

Usage

GameObject is basically a container and it's destroyed automatically

#include "DXHScripting.h"
//TO CREATE A GAMEOBJECT
DXH::GameObject* go = DXH::GameObject::Create();

Screenshots / Demo

Game

Contributors


About

Game Engine project made in three weeks in C++20. In this timeframe, we created an ECS, a simple physics engine, a graphics engine made with DirectX12, a scripting system and an input manager.

Resources

Stars

Watchers

Forks

Releases

No releases published

Packages

No packages published

Contributors 4

  •  
  •  
  •  
  •  

Languages