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Untitled Horror Game

This is an attempt at creating a 3D psychological horror game from scratch using no engine and raw C++.

Building

To build this project, you need to have the xmake build system installed.

xmake
xmake run
# That's it lol! You can also use xmake f --mode=release or xmake f --mode=debug to change configurations

Current features of the homemade engine

  • Asset loading through stb_image and Assimp
  • Core engine utilities like logging, timing, windowing, an input and a file system
  • Platform utilities like file dialogs
  • D3D11 rendering backend and tidy wrapper for interacting with the GPU
  • JSON config parsing for game settings
  • JSON de/serialization of game scenes (check gamedata/scenes/plaza_scene.json for an example)
  • Live reloading of assets if needed
  • Scene system with game objects
  • Scene editor through ImGui, ImGuizmo
  • Free Camera to navigate through the world
  • Very basic render graph implementation with the following construction:
    • Forward pass
    • FXAA pass
    • Composition pass

Bugs

  • Renderer:
    • FXAA does not work
    • Texture memory tracking seems to be inaccurate

Roadmap (Unordered)

  • Physics:
    • Simple AABB body creation
    • Collision checks
    • Gravity
    • Raycast checks
  • Audio:
    • Simple audio file streaming through miniaudio
    • Audio spatialization
    • Audio materials for step sounds
    • Sound graphs for filters and effects
  • Rendering:
    • Add simple lighting
    • Point lights, area lights, cone lights
    • Forward+ or deferred
    • Skybox from a .hdr file
    • Eye adaptation
    • Instancing
    • Fog (toggable for open/closed maps)
    • Screen space ambient occlusion
    • Bloom
    • Sharpening
    • LUT
    • Video cutscenes through ffmpeg
  • Game:
    • Door system
    • Inventory system
    • Menu system
    • Map design
    • Simple behaviour scripting with Lua for certain objects
  • Optimisation:
    • Thread pool for asset loading, game update/render, physics
    • Frustum culling
    • Occlusion culling
    • Asset compression
  • Polishing:
    • Intertionalization
    • Asset packaging
    • Play testing, bug fixing