The beginning was laid a long time ago, the development of the latest version of the engine
started from scratch in the fall of 2018. Before that, there were other versions that were not very successful.
Fun fact
One of the engine versions was called Unity and was developed in 2002. It was a clone of Quake 3 Arena (only level renderer). At that time, I was inspired by Carmack's code, the sources of Quake1 and Doom2 were already available.
Features
Technical information
C++
Windows7+, Linux
64 bit only
SSE2
Actor-Component based world architecture
Reflection
Garbage collector
World consist of Actors, Actors consist of Components, Components share resources.
Different geometry types
Static Mesh
Procedural Mesh
Skinned Mesh
Surface
Animation
Procedural via ProceduralMesh
Skinned via SkinnedMesh and animation controllers
Component
Dynamic and static lighting with shadows
Directional Light
Point Light
Spot Light
Diffuse per-pixel lightmaps
Diffuse per-vertex light
Dynamic per-pixel lighting
Cascaded shadow maps (PSSM+PCF)
Photometric profiles
Material system
Material graph with automatic shader generation
Material instancing
Different material types:
HUD;
Unlit;
Base Light (non-physically based);
PBR (physically based).
Parallax mapping
Tessellation Flat/PN with displacement mapping
Forward+ clustered renderer based on OpenGL4.5 core
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