We have been developing this engine for a few months and it is already rich in features.
I started this side project to learn about all the different things that make up an engine. Thus far I have been focusing on graphics, but I'd like to know what else is required to make an engine work.
Thus far I have learned how to implement multiple scripting languages (LUA, C# using Mono and AngelScript).
I have also learned how to design the systems that make the engine function, like for instance the world and the entity component system.
Some of the features that we have currently implemented are:
Graphics | DirectX11 and Metal1 |
---|---|
Windows | Win32, GLFW and SDL22 |
GUI | UltraLight |
Scripting | Wren and AngelScript3 |
Audio | SoLoud |
Physics | Bullet3 and ReactPhysics3D |
Networking | ENet3 |
Tools | ShaderConductor4, DirectXTex5, TinyGLTF1 and Assimp3 |
2) Does not work on Windows
3) Deprecated
4) Requires 16GB of RAM
5) Only works on Windows
I however have not skipped on the graphics department. These are the post processing effects that I have currently implemented:
Clone this repo | git clone https://github.com/hvonck/lambda-lilac.git |
Make sure that you have LFS installed | git lfs install --skip-smudge |
Fetch all LFS files | git lfs pull |
Initialize all submodules | git submodule init |
Update all submodules | git submodule update --recursive --remote |
If you want to use ShaderConductor | Install Python 2.7.x |
Run CMAKE | cmake -S . -B ./bin/ |