Doyle Thai
614fa53487
Triangle strips were originally by chance were rendering correct for most cases until collision detection was implemented. Incorrect assumptions about specifying triangle strip winding order meant that on occasion the last triangle in a polygon would not be rendered. This has been amended by strictly ensuring that on rendering of polygon the order is correct from the vertices that are passed in. |
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data | ||
extern | ||
src | ||
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.gitignore | ||
Dengine.sln | ||
Dengine.vcxproj | ||
Dengine.vcxproj.filters | ||
README.md |
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.
Milestones
Milestones/features/capabilities that have been added to 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
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.
Additionally, an OpenAL-Soft DLL is required which can be downloaded from the Window pre-built binaries of OpenAL here.
NOTE: Assets are not included in the repository.
Dependencies
- GLEW: Cross platform OpenGL wrapper.
- GLFW: Cross platform OpenGL Application creation.
- STB: Single file utility libraries by Sean Barrett.
- OpenAL-Soft: Software implementation of the OpenAL 3D audio API.