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Morgoth Engine

Morgoth Engine

How to use it

  • First of all, its going to load the default model with its texture from the Assets Folder.

  • The models Fbx contained on the folder Assets will be imported to a new folder Library/Meshes as a binary format file.

  • Unity-like controls.

  • RightClick + W A S D Q → For moving arround the scene.

  • If you want to speed up the movement, just press Left Shift while movint to double the speed.

  • RightClick + Mouse movement → FPS camera

  • Alt + Left Click → Orbit arround the model.

  • MouseWheel → Zoom

  • If you want to load another one, just drag it from anywhere of your hard drive!

  • Pressing ESC will quit the app.

  • If You want to focus on the model, press F.

Parts

  • Raúl González:

    • Implementation and creation of FrameBuffer.
    • Implementation and creation of the class GameObject.
    • Implementation and creation of classes: Component, ComponentMesh, ComponentTransform, ComponentMaterial and ComponentCamera.
    • Implementation and creation of Module Scene with the creation of the Game Object root, scene and Game.
    • Implementation and creation of the Hierarchy with Imgui.
    • Implementation and creation of the Timer class with the restriction of fps and the clock.
    • Implementation of the ImGui Docking.
    • Implementation of the DebugDraw class.
    • Creation of the AABB of the Game Objects.
    • Creation of the class Skybox and the respective shaders.
  • Ricard Vivó:

    • Refactoration of the Orbit movement in the camera.
    • Implementation of the fbx model import from the ../Assets folder.
    • Implementation creation of the Binary File for the Mesh and creation of the directory Library/Mesh.
    • Implementation to process the Mesh binary file and its nodes/meshes though the binary file.
    • Mesh class refactoring to fit the Mesh importer.
    • Refactoring of the Old Model Class into the Scene for a later Scene Serialization.

Authors

Raúl Golzález Ricard Vivó Montero
Raúl Golzález Ricard Vivó Montero