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Building a game engine from the ground up!

License: MIT License

C++ 96.18% GLSL 3.72% C 0.09%
game-developement game-engine game-engine-3d

bd3ge's Introduction

BD3GE

Let's build a game from the ground up. Rendering, physics, audio, input - all of that good stuff.

TODO:

  • Libraries to consider adding:
    • OpenGL-FreeType (OGLFT) or implement my own very simple text rendering.
  • More commenting!
  • Try to remove log global? Put it in Game?
  • Make config dynamically-loaded from a file, rather than hardcoded in constants
  • Input:
    • Add custom mapping
    • Add DirectInput support
    • Add debouncing
  • Build out wider/universal support for class member ownership (e.g. Renderable.owns_shader)?
  • Implement SSE support for math.
  • Convert std::string params to std::string& as appropriate?
  • Convert static libs to dynamic where as appropriate.
  • Replace std::map usages with a custom hash table?
  • Start thinking about DOD:
    • Integrate slot maps where possible (in-progress).
  • Add an orthogonal camera mode.
  • Create a wrapper for the brushes.
  • Centralize rendering library calls (e.g. OpenGL, DirectX, Vulkan, etc.) into GL class to ease swapping of rendering libraries.

Linux Installation Dependencies:

  • Packages:

    • Core:
      • mesa-common-dev
      • libglew-dev
      • libopenal-dev
      • libogg-dev
      • libvorbis-dev
      • assimp-dev
  • Linked Libraries:

    • -lGL
    • -lGLU
    • -lGLEW
    • -lX11
    • -lopenal
    • -logg
    • -lvorbis
    • -lvorbisfile

bd3ge's People

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