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Personal Game Engine Developed in C++19 and DirectX 11 (Dx11)

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Phoenix Engine




Personal Game Engine Developed in C++19 and DirectX 11 (Dx11)

It features the following major subsystems:-

  1. 2D and 3D Forward Rendering system using DirectX 11 API -
    1. 2D and 3D Particle System
    2. 2D sprite sheets
    3. 2D Sprite Animation support
    4. DirectX 11 Profiler performance marking support
    5. Built-In Error Shader
    6. 2D and 3D Debug Visualization
  2. Audio System using FMOD
  3. Math Libraries - includes 2D, 3D & 4D vectors (vec2, vec3, vec4) and more
  4. Primitives - includes 2D & 3D Axis-Aligned bounding box (AABB2, AABB3), 2D & 3D Oriented bounding box(OBB2, OBB3) and more
  5. Job System - for multi threading
  6. Input System - supports Keyboard, mouse and upto 4 Xbox Controllers
  7. Thread Safe Data Structures -
    1. Syncronized Lock Free Queue - uses std::atomic for thread safety
    2. Blocking Queue - uses std::mutex for thread safety
  8. Event System - basic event system
  9. Devconsole - triggers events when commands are enter in the given syntax
    1. supports keyboard navigational shortcuts
    2. supports clipboard text cut, copy and paste
  10. 2D Physics system - can handle linear and angular impulses
    1. Disc and Convex Polygon Colliders and Rigidbodies
    2. Bounciness, Drag and Friction
  11. Network System- supports TCP and UDP messaging to a single connection
  12. Clocks and TImers - for more explicit control over timing

Third Party Librarires: -

  1. TinyXML2 - for parsing XML data
  2. stb Image - for loading image files
  3. ImGUI - for debug UI purposes
  4. ImGUI File Dialog - for adding File Dialog to ImGUI
  5. ImPlot - for adding Graph Plotter to ImGUI

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Personal Game Engine Developed in C++19 and DirectX 11 (Dx11)

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