GitGud is an OpenGL engine done for educational purposes as a continuation of JayEngine done for the game engine assignement.
The engine is still in a really early state but will be working on my free time.
Some shader progress.
- Default used hardcoded and given by a resource.
- Can create shaders from MainMenu->Resources->ShaderEditor => File->CreateNew. The set the name and create.
- Edit shaders with extern tools, shaders files are located under Data/Library/Shaders/name.vertex-fragment
- Shaders are compiled on engine load or forced from Shader editor File->Force compile
- Shader text is displayed, for now can't be edited from the engine.
- Shaders will be only used when materials are implemented.
- Also added gpu info displayed in Configuration->Information window.
Small progress.
- Shader prints vertex normal as color.
- Scene load and save. Unique scene for now, build comes with a default scene (File->Load scene).
- Using a simple render pipeline to render game objects.
- Fixed an issue with transform component.
First engine version, basic structure is created to build the engine on it.
Current features:
- Default shader loaded and a cube displayed in origin. This is just for test so is not linked to game object system.
- Basic game object system with components. Hierarchy and inspector display objects information.
- Editor camera. Move it using WASD, RF and right click + drag to rotate.(Rotating is still a bit bad but working on it)
- Scene(fbx, obj, ...) and texture importers to own formats.
- Scene save and load. Still not full functionality but can serialize current game objects and load them later.
- Simple console. Type "help" to display all commands.
- Some app configuration.
- UI style editor.