1. What is Overload
Overload pillars are:
- High-quality modern C++ code
Overload is divided into 12 modules (10 DLLs and 2 executables):
1.2.1. Overload SDK
The Overload SDK is the core of the engine. It is a set of libraries that our applications (
OvEditor) are using.
We designed theses libraries with reusability in mind. They are extremely modular and easy to extract from a game engine context.
OvAnalytics: Code and hardware profiling
OvDebug: Logging, assertions
OvTools: Serialization, ini files, events, time
OvMaths: Vectors, Matrices, Quaternion, Transform
OvAudio: Wraps irrKlang
OvPhysics: Wraps Bullet3
OvRendering: Rendering engine using OpenGL
OvWindowing: GLFW + Windows API wrapper
OvUI: Dear imGui wrapped into an event-based and component-based UI system
OvCore: Mediator, resource management, scripting, component-based scene system
1.2.2. Overload Applications
OvGame: Uses OvCore, asset dependent, generic executable for any game built with Overload
OvEditor: Uses OvCore, expose game development to the end-user (From creation to building)
2. History of Overload
Initially, Overload was a graduation project. We were 3 (Benjamin VIRANIN, Max BRUN and Adrien GIVRY) working on it for 5 months. We had to create a game engine from scratch, using the fewest libraries possible.
Our goals for this project were:
- Understanding how to architect a game engine
- Designing an application thinking of end-users
- Making a game engine as simple as possible
- Producing high-quality modern code
- Creating a game with our engine
- Dealing with a long-term project
- Developping documentation for developers and end-users
We spent about a month designing our initial architecture. We tried to provide a technical solution with UML diagrams, flowcharts, package diagrams and use-case diagrams. This was a long and tedious work, but it really helped us to start the production with a clear vision of the engine. We defined some coding convention to ensure that all of our work will stay homogeneous during the production. Defining these kinds of rules is crucial to keep a maintainable code during the whole project.
The production made us realize that we had a naive idea of what a game engine is. During this phase our architecture has evolved. We found that our initial architecture was sometimes too complex, non-optimal. We went back to architecture design multiple times during the project.
Here is a non-exhaustive list of Overload main features:
- Game Editor
- Lua scripting
- Physically-based rendering (PBR)
- Custom shaders support
- Windows game building
- Profiling tools (Editor and build)
- Material editor
- 3D sound system
- Rigidbody physics
3.2. To implement
Again, a non-exhaustive list of Overload in-coming features:
- Shadow mapping
- Custom post-processing
- Renderer Hardware Interface (Multiple graphics backend support)
- More input device support (Gamepad)
- Prefab system
- Skeletal animation
- User scripts profiling
- Visual Studio 2019
- OpenGL with GLEW (Graphics API)
- GLFW (Windowing and inputs)
- Assimp (3D model loader)
- Bullet3 (Physics)
- irrKlang (Audio)
- Tinyxml2 (XML Serializer)
- SOL2 (Lua binder)
- imGui (GUI)
- RAM: 100MB
- OS: Windows 7
- GPU: Graphics card supporting OpenGL 4.3
4.4. Compiling sources
We made this project using Visual Studio 2019. If you want to compile Overload, you should consider using this IDE.
Overload only targets Windows x64.
Overload is licenced under an MIT licence.
4.6. More information
If you are interested in Overload, you can download our engine and the demo game we made with it on our website:
Learn about Overload (Tutorials and Scripting API) by visiting our Wiki:
You can also watch our features reel (Overload v1.0.0) on YouTube:
And join our Discord Server:
5. Getting started
Learn how to create your own games using Overload by visiting our wiki.
Overload is opened to any contribution. Do not hesitate to open issues (Features or bugs) or create pull requests.
If you want to help us, visit our CONTRIBUTING.md guidelines document.