Game Engine Progress #1

Опубликовано: 26 Март 2013
на канале: Ian Lilley
2,373
30

Authors: Sean Lilley and Ian Lilley

This is the first video of our work-in-progress game engine. We started working on this from scratch in January 2013 as part of our senior project at the University of Pennsylvania. Our main focus has been on rendering techniques, but we also tried to show off some gameplay elements like vehicles and characters.

Features shown in the video:

Rendering: Cascaded shadow maps, screen space reflections, screen space ambient occlusion, screen space decals, normal / parallax mapping, gpu accelerated frustum culling (using compute shader)

Physics: Rigid bodies, cloth, terrain, vehicles, character

Other: Skinned animations, Asset loading system, GUI

Libraries used: OpenGL, Bullet Physics, Freetype, GLM, GLI, GLFW, GLEW

More information on our blog: http://gameengineers.blogspot.com/

Note: We weren't able to record the video at 1080p because the video recorder was slowing the frame rate too much. Normally the engine runs at above 60 fps at full resolution and we still have many optimizations to make.

Music credits: Infected Mushroom - Elation Station