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Game Engine developed with C++.
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Libraries used: SDL 2.0, glew 2.1.0, MathGeoLib 3.0.0, Dear ImGui 1.73, DevIL 1.8, assimp 5.0, OpenGL, Rapidjson 1.1.0.
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Project developed for UPC programming AAA videogames master's degree.
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Repository: https://github.com/raulgonzalezupc/SecondAssigment
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Licence: This project is licensed under the MIT License - see the LICENSE file for details.
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First of all, its going to load the default model with its texture from the Assets Folder.
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The models Fbx contained on the folder
Assets
will be imported to a new folderLibrary/Meshes
as a binary format file. -
Unity-like controls.
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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!
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Pressing
ESC
will quit the app. -
If You want to focus on the model, press
F
.
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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.
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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.
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Raúl Golzález | Ricard Vivó Montero |