Check out the Documentation
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- Reflection system
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- Methods
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- Properties
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- Automatic pkpy binding generation.
- Custom STL (standard Library)
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- String
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- Vector
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- HashMap
- Entity Model
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- Worlds.
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- Entities.
- Scripting.
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- Loading python scripting.
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- exposing cpp api to python.
- Renderer (Low level).
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- Ability to create new RenderPasses.
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- Ability to create new pipelines.
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- Ability to bind objects to pipelines / passes.
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- More general control over the entire render pipeline.
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- Loading GLTF files.
- Renderer (High level):
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- Defered rendering.
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- GLTF loader.
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- Shadows (Either cascaded or new special technique).
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- PBR render pipeline.
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- SSAO.
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- Bloom.
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- (Skeleton) Animations.
- Solid Serialization System.
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- Saving most objects to json or binary.
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- Loading most objects from json or binary.
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- Support for (custom) STL objects (string, vector, etc..)
- Resource manager
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- Finding files only by Name not a path.
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- Moving and copying files / folders to projects.
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- Baking Assets for faster loading (Models, textures, sounds).
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- Automatically passing along the asset to their corresponding manager.
- Sound Engine
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- Copy from Quack engine.
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- Better audio settings.
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- Better steam audio integration.
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- Effects such as fall-off.
- Good Input System
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- Ability to define actions.
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- Binding both controller input and keyboard / mouse input to actions.
- A tweening API.
- Utils
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- Commands.
- UI system.
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- Kinda like HTML.
- Editor
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- ECS manipulation.
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- Project management.
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- World View tab
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- Asset browser.