Update readme.md with demo and revised milestones
This commit is contained in:
parent
2fc3a0a941
commit
386e94db91
46
README.md
46
README.md
@ -1,41 +1,31 @@
|
||||
# Dengine
|
||||
Dengine is a 2d game engine developed with OpenGL and low-level libraries in C. The main goal of Dengine is to facilitate learning from many aspects of Computer Science. Alongside Dengine a game is being built which guides the development of features for the game. Dengine is inspired by Handmade Hero, with a focus on developing as many features with minimal libraries, such that it is not too time-consuming and counter-productive to do so.
|
||||
|
||||
![Asteroids Demo](extern/_assets/20161130_dengine_asteroids_low_q.gif)
|
||||
|
||||
## Milestones
|
||||
Milestones/features/capabilities that have been added to the engine.
|
||||
Features/research that has been implemented at one point in the making of the engine.
|
||||
|
||||
### "Handmade" API
|
||||
- Custom Standard Library: (improved as is required) (e.g. strlen, atoi, itoa)
|
||||
- Custom Math Library: (improved as is required)
|
||||
- Custom String Library
|
||||
- Custom Memory Allocator: alloc memory from preallocated blocks
|
||||
- Custom XML Parser: for reading game data config
|
||||
|
||||
### Rendering
|
||||
- Animation playback: from spritesheets
|
||||
- Batched rendering: minimise draw calls grouped on texture & color modulation
|
||||
- Generate on runtime bitmap font sheet from font file
|
||||
- Rendering sprites: through GLEW and GLFW to OpenGL programmable pipeline
|
||||
- Rendering rects and text
|
||||
|
||||
### Other
|
||||
- Audio API: through OpenAL and STB Vorbis for audio functionality
|
||||
- Audio streaming
|
||||
- Asset loading system using hashtables
|
||||
- Collision using AABB
|
||||
- Debug services/display
|
||||
- Input parsing, delayed, raw read
|
||||
- IMGUI style GUI: Buttons, textfields, scroll bars
|
||||
- Moveable windows
|
||||
- Primitive entity system
|
||||
- Primitive battle system
|
||||
- Asset Management (load data into intermediate formats)
|
||||
- Audio API from OpenAL
|
||||
- Basic 2D Game Mathematics/Physics (Vector, Trig, Explicit Euler)
|
||||
- Collision Detection (Single Axis Theorem, Minkowski Sum/Diff, AABB)
|
||||
- Debug Services & Displays
|
||||
- Entity Component Systems
|
||||
- IMGUI Systems
|
||||
- Input Parsing
|
||||
- Push-Buffer Memory Systems
|
||||
- Small Size Array Optimisations
|
||||
- Standard Library Replacements (e.g. atoi, strlen, itoa, string)
|
||||
- Texture Atlas Support, Runtime Font Packing
|
||||
- OpenGL 2D Rendering Pipeline & Batching Render Calls
|
||||
|
||||
## Building
|
||||
Dengine is currently being developed using Visual Studio 2015. You can build the project by executing the (preferred) **build.bat** in the src folder, or simply opening the project in Visual Studio and compiling.
|
||||
Dengine is currently being developed using Visual Studio 2015. You can build the project by executing the **build.bat** in the src folder, or simply opening the project in Visual Studio and compiling.
|
||||
|
||||
Additionally, an OpenAL-Soft DLL is required which can be downloaded from the Window pre-built binaries of [OpenAL here.](http://kcat.strangesoft.net/openal.html)
|
||||
|
||||
NOTE: Assets are not included in the repository.
|
||||
NOTE: Assets are not included in the repository. This only excludes audio as game assets are rendered with vertexes.
|
||||
|
||||
## Dependencies
|
||||
- [GLEW](http://glew.sourceforge.net/): Cross platform OpenGL wrapper.
|
||||
|
Loading…
Reference in New Issue
Block a user