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potatoengine

Bachelor’s Final Project: C++ OpenGL engine for 3d and 2d game development

This Bachelor’s Final Project (BFP) serves a dual purpose, firstly to offer a free and open source game engine, that allows the users to create two dimensions (2D) or three dimensions (3D) games, abstracting them of all the complexity behind it; secondly, from a didactive perspective explaining to the users about game development using the game engine for it.

Final Project article in latex, powerpoint, diagrams and video tutorials (in Spanish) can be found in the folder docs.

Engine Features

  • Self contained engine, everything can be accessed just importing a header engineAPI.h
  • Scene manager: Entity Component System engine oriented
  • Render manager: OpenGL 4.5 API abstraction
  • Window manager: Multi window/overlay support
  • Assets manager: Caching and hot reloading of prefabs, shaders, textures, models and scenes
  • States manager: State machine
  • Settings manager: Persist your settings
  • Logger manager: 3 exits file, console and debugger
  • Backtrace logs when the application crash
  • Debugger (Logger, Metrics, Dynamic settings, assets/entities/scene/states inspector)
  • Event-driven (Mouse/Keyboard/Window/Application)
  • Loading scenes and entity prototypes from json
  • Perspective camera
  • Model, Texture and Cubemaps loader
  • Phong lighthing
  • Framebuffer for post processing effects
  • Triangle/Quad meshing terrain generation supporting texture, texture atlas and colors
  • Noise generator for procedural terrain

Demos

Inside the folder demos you can find several example scenes:

  • Sponza
  • Dabrovic sponza
  • Lowpoly city
  • Skycrapers city
  • Trailer park
  • Noise generated terrain and skybox
  • Flat terrain with primitives and skybox
  • Several cube instances with reflection, light, using a texture atlas and a skybox
  • Flappy Bird game

To compile and run

$ mkdir build ; cd build
$ cmake ../src
$ cmake --build . --target potatoengine
$ .\Debug\potatoengine.exe 

How to use the engine in a personal project

  • Once cloned the project create inside a folder where your game app logic will go, an example can be seen in demos\

Planned features

  • Expand camera class supporting more modes
  • Profiler
  • Serialization
  • Scripting language
  • Tests
  • Editor Mode
  • Engine wiki documentation

Third party libraries