Update readme.md with demo and revised milestones
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# Dengine
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# Dengine
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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.
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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.
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![Asteroids Demo](extern/_assets/20161130_dengine_asteroids_low_q.gif)
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## Milestones
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## Milestones
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Milestones/features/capabilities that have been added to the engine.
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Features/research that has been implemented at one point in the making of the engine.
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### "Handmade" API
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- Asset Management (load data into intermediate formats)
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- Custom Standard Library: (improved as is required) (e.g. strlen, atoi, itoa)
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- Audio API from OpenAL
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- Custom Math Library: (improved as is required)
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- Basic 2D Game Mathematics/Physics (Vector, Trig, Explicit Euler)
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- Custom String Library
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- Collision Detection (Single Axis Theorem, Minkowski Sum/Diff, AABB)
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- Custom Memory Allocator: alloc memory from preallocated blocks
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- Debug Services & Displays
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- Custom XML Parser: for reading game data config
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- Entity Component Systems
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- IMGUI Systems
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### Rendering
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- Input Parsing
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- Animation playback: from spritesheets
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- Push-Buffer Memory Systems
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- Batched rendering: minimise draw calls grouped on texture & color modulation
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- Small Size Array Optimisations
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- Generate on runtime bitmap font sheet from font file
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- Standard Library Replacements (e.g. atoi, strlen, itoa, string)
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- Rendering sprites: through GLEW and GLFW to OpenGL programmable pipeline
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- Texture Atlas Support, Runtime Font Packing
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- Rendering rects and text
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- OpenGL 2D Rendering Pipeline & Batching Render Calls
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### Other
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- Audio API: through OpenAL and STB Vorbis for audio functionality
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- Audio streaming
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- Asset loading system using hashtables
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- Collision using AABB
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- Debug services/display
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- Input parsing, delayed, raw read
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- IMGUI style GUI: Buttons, textfields, scroll bars
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- Moveable windows
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- Primitive entity system
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- Primitive battle system
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## Building
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## Building
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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.
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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.
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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)
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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)
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NOTE: Assets are not included in the repository.
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NOTE: Assets are not included in the repository. This only excludes audio as game assets are rendered with vertexes.
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## Dependencies
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## Dependencies
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- [GLEW](http://glew.sourceforge.net/): Cross platform OpenGL wrapper.
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- [GLEW](http://glew.sourceforge.net/): Cross platform OpenGL wrapper.
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