Nibble
Everything starts from small and evolve to something big. The project mirrors my passion to learn computer graphics, C++, and art with programming. More like demoscene making or "games" maybe.
The current goal of this project to create a flexible and comfortable demo scene engine to make screenshots and small gifs, as I did previously done: Instagram nibble_hex ^_^
And yes maybe it's sort of overengineered but I'm aiming to play around with different graphical API's and platforms in the end.
Implemented with C++, OpenGL and with other libraries GLEW, GLFW, GLM, Assimp.3.0 - Old project branch
Build system is MSBuild
, so solution files already preconfigured you need only open it and execute solution build.
Then you will find inside Nibble\bin
{release/debug}-x64 prepared files.
Logger
can be accessed likeLOGGER_CLIENT_INFO("msg")
EventBus
just to add event useEVENT_BUS_ADD_EVENT(Event)
Engine
allows to have one instance
Dependencies are forked and have minor modifications to use precompiled headers.
OS: Windows 10 Home 64-bit
CPU: Intel(R) Core(TM) i7-6700HQ CPU @ 2.60GHz (8 CPUs), ~2.6GHz
GPU 1: Intel(R) HD Graphics 530
GPU 2: NVIDIA GeForce GTX 1060
IDE: Microsoft Visual Studio Community 2019 Version 16.8
- Debug support system? Or it's ok with logger and breakpoints?
- Memory system layer (Like I saw in the Snowdrop from Massive entertainment)
- Entity components system layer?
- Physics system layer?
- How to write automated tests for graphics?
- What else?
- Add missing features of old version:
- Shadows Maps
- Omni-directional Shadows
- Directional light
- Spotlights
- Point lights
- Mesh renderers
- Materials
- Model importing from .obj
- Files (I/O), VFS (Virtual file system) support
- Engine input handlers like Arx libertatis has
- Move Visual studio
Preprocessor definitions
toplatform.h
and refactorMacroPlatform.h