An engine created with OpenGL and C++ that explores the graphics pipeline and computational physics from the ground up.
- Rendering using Blinn-Phong shading with textures and custom shaders.
- Uses an ECS (Entity Component System) for entity management and fast object manipulation.
- STL model loading (using this custom loader)
- Broad-phase collision testing using both static and dynamic bounding volume hierarchies.
- GUI created using ImGUI
broad_bvh.mp4
static.mp4
static_lvl_trim.mp4
- Rigidbody collisions
- Cloth, fluid simulations
- More complex model loading
- Monte Carlo style raytracing
- Multithreading