• 设为首页
  • 点击收藏
  • 手机版
    手机扫一扫访问
    迪恩网络手机版
  • 关注官方公众号
    微信扫一扫关注
    迪恩网络公众号

skylicht-lab/skylicht-engine: Skylicht Engine is C++ Game Engine based on Irrlic ...

原作者: [db:作者] 来自: 网络 收藏 邀请

开源软件名称(OpenSource Name):

skylicht-lab/skylicht-engine

开源软件地址(OpenSource Url):

https://github.com/skylicht-lab/skylicht-engine

开源编程语言(OpenSource Language):

C++ 60.2%

开源软件介绍(OpenSource Introduction):

Skylicht Engine

Skylicht Engine, which is an evolution of the Irrlicht Project. We have upgraded more features: Sound Engine, Physics Engine, Particle Engine...

  • Core functionality: Direct3D11, OpenGL 4+, OpenGLES 3+, Google Angle GLES video driver backends.

  • Cross-Platform Framework: Android, IOS, Win32/Win64, UWP, Linux, MacOS, HTML5.

  • Render pipeline: Forwarder & Deferred.

Skylicht Engine is a super lightweight Game Engine that targets mobile platforms (Android, IOS). And, it's completely free.

How to build the project

Platform Build Status
Windows Build status
Cygwin64 Build status
Windows Store Build status
MacOS Build status
Linux Build status
Emscripten Build status
Android Build status

Prerequisites

Build source code

  • Clone this repo

  • Build assets bundle

    C:\skylicht-engine>cd Assets
    C:\skylicht-engine\Assets>python BuildAssetBundles.py
    C:\skylicht-engine\Assets>cd ..
  • Run CMake from the current directory to generate visual studio project or xcode project

    # Visual Studio 2017
    C:\skylicht-engine>cmake -S . -B ./PrjVisualStudio -G "Visual Studio 15 2017" -A x64
    
    # Visual Studio 2019
    C:\skylicht-engine>cmake -S . -B ./PrjVisualStudio -G "Visual Studio 16 2019" -A x64
    
    # Xcode
    /User/Skylicht/Documents/skylicht-engine$cmake -S . -B ./PrjMac -G Xcode 
    
    # Linux
    $ skylicht-engine$ cmake -S . -B ./PrjLinux -G "Unix Makefiles"
  • Open the generated solution PrjVisualStudio/SKYLICHT_ENGINE.sln

  • Once the solution opens, right click the SampleXXX project, click "Set as StartUp Project" and click the play button at the top to run the Demo App.

  • More details: please preview command in BuildCommand folder.

Build data assets

Compress Texture

  • Optional, You can skip this step if you don't modify any resource texture.
  • This python tool will convert texture .TGA to compressed texture (.DDS, .ETC2, .PVRTC) to optimize gpu memory on runtime.
    # Install Tinydb
    # https://pypi.org/project/tinydb
    C:\skylicht-engine>C:\Python37\Scripts\pip install tinydb
    
    # Install Pillow (Image processing)
    # https://pillow.readthedocs.io/en/4.1.x/index.html
    C:\skylicht-engine>C:\Python37\Scripts\pip install Pillow
    
    # Compress TGA to DDS, ETC2, PVR texture
    C:\skylicht-engine>cd Assets    
    C:\skylicht-engine\Assets>python BuildTextureCompressDDS.py
    C:\skylicht-engine\Assets>python BuildTextureCompressETC.py
    C:\skylicht-engine\Assets>python BuildTextureCompressPVR.py
    C:\skylicht-engine\Assets>cd ..

Build Shader

  • Optional, You can skip this step if you don't modify any shader.
  • This python tool use C Preprocessor to inline shader script (HLSL, HLSL)
    # Install pcpp (C Preprocessor tool)
    # https://pypi.org/project/pcpp
    C:\skylicht-engine>C:\Python37\Scripts\pip install pcpp
    
    # Build shader script
    C:\skylicht-engine>cd Assets
    C:\skylicht-engine\Assets>python BuildShader.py
    C:\skylicht-engine\Assets>cd ..

Add your code to Project

Add source code

  • Add new source files or subfolders on Projects/{ProjectName}/Source and regenerate project
    C:\skylicht-engine>cmake -S . -B ./PrjVisualStudio -G "Visual Studio 15 2017" -A x64

Create application project

  • Run Scripts/create_project.py. Example: Create application NewApplication at folder Samples\NewApplication
    C:\skylicht-engine>python Scripts\create_project.py NewApplication Samples\NewApplication
  • Edit CMakeProjects.cmake, add new line:"subdirs (Samples/NewApplication)" and regenerate projects
  • Open Visual Studio Solution and click NewApplication - "Set as StartUp Project".

Android

Prerequisites

How to build

Step 1: Build native library

  • Edit the file BuildCommand/BuildAndroidNDK.cmd by text editor and update your path MINGW and NDK
# BuildAndroidNDK.cmd
# Set your pc folder, example
set MINGW=C:\mingw-w64\x86_64-8.1.0-posix-seh-rt_v6-rev0\mingw64\bin
set NDK=C:\SDK\android-ndk-r21e
...
  • Run BuildCommand/BuildAndroidNDK.cmd to build android native library

Step 2: Copy native library to Gradle Project

# Make folder jniLibs on Android Project
C:\skylicht-engine>mkdir Projects\Android\app\src\main\jniLibs\armeabi-v7a
C:\skylicht-engine>mkdir Projects\Android\app\src\main\jniLibs\arm64-v8a

# Copy result native ndk (from step 1) to jniLibs
# Project SampleSkinnedMesh
C:\skylicht-engine>copy Bin\Android\Libs\arm64-v8a\libSampleSkinnedMesh.so Projects\Android\app\src\main\jniLibs\arm64-v8a
C:\skylicht-engine>copy Bin\Android\Libs\armeabi-v7a\libSampleSkinnedMesh.so Projects\Android\app\src\main\jniLibs\armeabi-v7a

Step 3: Copy asset resource to Gradle Project

C:\skylicht-engine\Assets>python BuildTextureCompressETC.py
C:\skylicht-engine\Assets>python BuildAssetBundles.py
C:\skylicht-engine\Assets>cd..

# Create assets folder in Gradle Project
C:\skylicht-engine>mkdir Projects\Android\app\src\main\assets

# Copy built-in asset
C:\skylicht-engine>copy Bin\BuiltIn.zip Projects\Android\app\src\main\assets

# Copy project asset
# Project SampleSkinnedMesh
C:\skylicht-engine>copy Bin\Common.zip Projects\Android\app\src\main\assets
C:\skylicht-engine>copy Bin\SampleModelsResource.zip Projects\Android\app\src\main\assets

# Dont forget copy ETC texture
C:\skylicht-engine>copy Bin\SampleModelsETC.zip Projects\Android\app\src\main\assets

Step 4: Build APK by Android Studio or Gradle

Open Android Studio and import project Projects\Android

Run command build from Android Studio:

Android development

  • You can rename your package name at build.gradle (Projects\Android\app)
  • You can rename your application name at string.xml (Projects\Android\app\src\main\res\values)

Roadmap

Sample Project

Samples\HelloWorld

Engine Components are used:

  • FreeType Font
  • Glyph Font
  • Canvas Component
  • Graphics2D
  • GUI Text

Samples\DrawPrimitives

This demo is to draw Cube 3D, set up, transform and use components.

Samples\Materials

This demo code, that renders Sphere 3D, loads textures (Diffuse, Normal, Specular), and binds SpecGloss shader to Material.

Samples\SampleShader

This demo code, How to bind shader on Material.

Samples\LuckyDraw

Engine Components are used:

  • FreeType Font
  • Glyph Font
  • Graphics2D
  • GUI Text
  • GUI Image
  • GUI Mask
  • EventManager

Samples\SkinnedMesh

This is example code. How to render character model with animation, models are downloaded from mixamo

  • DAE Collada loader model/animation
  • Forwarder rendering
  • Skydome
  • AnimationController

Samples\LightmapUV

This is a demo how to use UnwrapUV tool to create Lightmap UV. Library xatlas is integrated to Skylicht Engine.

Samples\Lightmapping

This is a demo code to use lightmapper to bake indirect lighting color on lightmap texture. Project references: Lightmapper

Gazebo

Result lightmap

Sponza lightmap

Sponza indirect lighting baked by Skylicht Lightmapper

Samples\Sponza

This example is how to set up a simple lighting & lightmap. This scene uses basic diffuse bump specular shader.

Run on Ubuntu 20.04

Samples\LightmappingVertex

This is a demo to use lightmapper to set indirect lighting color on vertex color.

Engine Components are used:

  • OBJ Wavefront loader
  • Deferred and Forwarder rendering
  • Dynamic Direction Lighting
  • Shadow Mapping
  • Lightmapper
  • Skydome

Baked Global Illumination (3 bounces)

Irradiance baked on Vertex Color:

Indirect + Direction light - No post processing (3 bounces light)

Samples\Collision

This is a demo to use CollisionManager to get collision point from the ray.

And how to query all triangles inside a Box

And how to use the decal projector feature

Samples\Particles

Skylicht Particle Component is a cleanup version of SPARK. We have optimized by GPU Billboard Instancing.

This is demo code how to create particle system and use imgui

Basic particle

Explosion demo

Magic particle

This is a demo code on how to use a simple projectile, impact, trail particle, sub emitter system.

Samples\Noise2D, Noise3D

This is demo code how to use noise library shader to make vfx effect, particle turbulence.

Contributing

Welcome if you want to contribute your code to Skylicht Engine (Ex: add feature or fix bug). Wellcome to join the group. Open an issue and submit a pull request to this repository. Please read CONTRIBUTING.md for details on our code of conduct, and the process for submitting pull requests.

Thanks

  • Julien Fryer (SPARK) about references and source code demo of particle system.
  • Inigo Quilez about perlin noise reference.
  • Irrlicht Community, who have shared some demo

License

Skylicht Engine is licensed under MIT License

Skylicht Engine is based in part on the work of:

This means that if you've used the Skylicht Engine in your product, you must acknowledge somewhere in your documentation that you've used. It would also be nice to mention that you use the 3rd parties library... Please see the README files from 3rd parties for further information.

Thanks, Project Maintainer: Pham Hong Duc




鲜花

握手

雷人

路过

鸡蛋
该文章已有0人参与评论

请发表评论

全部评论

专题导读
热门推荐
阅读排行榜

扫描微信二维码

查看手机版网站

随时了解更新最新资讯

139-2527-9053

在线客服(服务时间 9:00~18:00)

在线QQ客服
地址:深圳市南山区西丽大学城创智工业园
电邮:jeky_zhao#qq.com
移动电话:139-2527-9053

Powered by 互联科技 X3.4© 2001-2213 极客世界.|Sitemap