Albuquerque

所属分类:游戏引擎
开发工具:C++
文件大小:0KB
下载次数:0
上传日期:2023-08-07 14:09:54
上 传 者sh-1993
说明:  个人自定义游戏图形引擎,用于娱乐和学习,
(Personal Custom Game Graphics Engine for fun and learning,)

文件列表:
CMakeLists.txt (651, 2023-08-18)
CMakeSettings.json (935, 2023-08-18)
CppProperties.json (375, 2023-08-18)
LICENSE (1063, 2023-08-18)
data/ (0, 2023-08-18)
data/Config.ini (206, 2023-08-18)
data/Credits.txt (850, 2023-08-18)
data/Test.txt (28, 2023-08-18)
data/assets/ (0, 2023-08-18)
data/assets/AircraftPlaceholder.glb (22244, 2023-08-18)
data/assets/AircraftPropeller.glb (12644, 2023-08-18)
data/assets/LICENSE (1077, 2023-08-18)
data/assets/checkpointRing.glb (179416, 2023-08-18)
data/assets/collectableSphere.glb (70172, 2023-08-18)
data/assets/test_plane.gltf (2278, 2023-08-18)
data/levels/ (0, 2023-08-18)
data/levels/building_collider_layout.bin (10824, 2023-08-18)
data/levels/building_collider_layout.gltf (24424, 2023-08-18)
data/levels/checkpoint_layout.bin (449280, 2023-08-18)
data/levels/checkpoint_layout.gltf (11228, 2023-08-18)
data/models/ (0, 2023-08-18)
data/shaders/ (0, 2023-08-18)
data/shaders/FwogRacing/ (0, 2023-08-18)
data/shaders/FwogRacing/hello_car.frag.glsl (151, 2023-08-18)
data/shaders/FwogRacing/hello_car.vert.glsl (815, 2023-08-18)
data/shaders/FwogRacing/hello_car_textured.frag.glsl (655, 2023-08-18)
data/shaders/FwogRacing/lines.frag.glsl (149, 2023-08-18)
data/shaders/FwogRacing/lines.vert.glsl (280, 2023-08-18)
data/shaders/Milwaukee.fs.glsl (114, 2023-08-18)
data/shaders/Milwaukee.vs.glsl (114, 2023-08-18)
data/shaders/blinnPhong.glsl (152, 2023-08-18)
data/shaders/color.frag.glsl (151, 2023-08-18)
data/shaders/draw_indexed.vert.glsl (1005, 2023-08-18)
data/shaders/lines.frag.glsl (149, 2023-08-18)
data/shaders/lines.vert.glsl (280, 2023-08-18)
data/shaders/main.fs.glsl (1034, 2023-08-18)
data/shaders/main.vs.glsl (682, 2023-08-18)
... ...

Albuquerque --- Albuquerque is the repository containing the sapling of a soon to be personal custom game and rendering engine and editor following the principles described in the blog post [Write Games, Not Engines](https://geometrian.com/programming/tutorials/write-games-not-engines/). Currently, it is being actively used to develop 'Plane Game' which is contained under 'Projects'. Eventually, as more and more games are developed in the same codebase and shared code become interfaces and abstractions, it will slowly grow to become a game engine. The name 'Albuquerque' was chosen as a placeholder codename inspired by this [page](https://wiki.osdev.org/Beginner_Mistakes) on the osdev wiki. Specifically, it was inspired by the internal codenames of Windows Operating Systems that were named after American cities. I chose Albuquerque as it is a niche and unknown city in New Mexico that I have a personal connection with. Voxel Project (Currently Working On...) --- I am currently working on a [Voxel project using this codebase](https://clementineaccount.github.io/posts/weekly-1-canvas/#voxels). I'd add more details as it gets further developed. ![image](https://github.com/ClementineAccount/Albuquerque/assets/26779639/f71d6748-0c75-42d1-be4f-da250abbb246) Plane Game (Completed for now...) --- [Pre-Alpha Release Download Link for Plane Game](https://github.com/ClementineAccount/Albuquerque/releases/tag/v0.1.0-indev) ![image](https://user-images.githubusercontent.com/26779639/233835096-0425f3ee-9390-4a34-a07a-f1c95e81af42.png) This project is a self-learning exercise in understanding and implementing the complexities of how to render seamless open world environments with presistent states (level editing features) in an optimized way. It is also an exercise in learning more complex vehicle physics simulation considerations. In other words, the main learning outcomes of the project are: - Open World memory management - Player driven level editing tools (Similar to Trackmania) - Vehicle Physics Simulation for Gameplay (Arcadey vs Realistic Balance) - Terrarin Generation and Dynamic Skyboxes Therefore, these other requirements of the project are not given as high priority and uses third-party libraries as the scaffolding in current stage of development: - Windowing, Context and Graphics API Abstraction (We use GLFW, GLAD and [Fwog](https://github.com/JuanDiegoMontoya/Fwog)) - Audio (Uses [SoLoud](https://solhsa.com/soloud/)) - Efficient .gltf file parsing and loading (Uses [tinygltf](https://github.com/syoyo/tinygltf)) - Dear Imgui for editor side UI. Might not implement a separate playerside UI. Another third party library included is Lua as a potential scope for level editing may include more complex scriptable track elements or programmable AI racers but am undecided if its fully necessary yet. Third Party Placeholder Asset Credits (Plane Game) --- Grass Texture: https://www.poliigon.com/texture/ground-forest-003/1949 Plane SFX: https://www.soundjay.com/propeller-plane-sound-effect.html Background Music: https://soundcloud.com/personahofficial/personah-real-love-free-download Skybox Textures: [Thin Matrix's Tutorial](https://www.youtube.com/watch?v=_Ix5oN8eC1E) Pause Menu Music ``` Above The Clouds You are free to use Above The Clouds music track (even for commercial purposes on social media / monetized videos), but you must include the following in your video description (copy & paste): Above The Clouds by | e s c p | https://escp-music.bandcamp.com Music promoted by https://www.free-stock-music.com Creative Commons / Attribution 3.0 Unported License (CC BY 3.0) https://creativecommons.org/licenses/by/3.0/deed.en_US ``` Milwaukee --- Ported over my other project, [Milwaukee](https://github.com/ClementineAccount/Milwaukee/tree/main) into this repo so that I can eventually have them share code. I noticed I had to write a lot of similar classes for both renderers so I might as well. Library List --- - [Fwog](https://github.com/JuanDiegoMontoya/Fwog) - GLFW - GLAD - Dear Imgui - ImGuizmo (Not used yet) - SoLoud - cgltf (Not used) - tinygltf - FreeType (Not used yet) - stb_image - Tracy - spdlog - JPH (Not used yet)

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