Leap Game Engine is an open-source 3D component-based C++20 game engine.
Everyone is free to send us pull-requests with new features!
The engine is founded by two people: Lee Vangraefschepe Sander De Keukelaere
- Component/Gameobject based
- Transform component
- GameContext singleton with a timer class and a customizable window
- Canvas based UI system with sprites & buttons
- ServiceLocator which is the entry point to physics, rendering and audio
- Debug logging to console, ImGui & files
- Obj loader
- Textures
- Materials & shaders
- Sprite rendering
- Camera
- Directional light
- Terrain
DirectX11 is the renderer library with the engine, using .fx files for shaders.
The whole graphics engine is interfaced, giving the possibility for own implementations.
- Rigidbody (dynamic & kinematic)
- Colliders (box, sphere & capsule)
- Triggers
- Collision & trigger callbacks
- Physics materials
- Debug rendering
PhysX is the physics library included with the engine.
The whole physics engine is interfaced, giving the possibility for own implementations.
The utils engine provides the engine and the user with some frequently used programming patterns.
- Command
- Observer
- Singleton
The utils engine also provides frequently needed code.
- Quaternion to Euler and vice-versa conversions
- Debugger
- AudioClips
- AudioSources
- AudioListener
FMOD is the audio library included with the engine.
The whole audio engine is interfaced, giving the possibility for own implementations.
The input engine is a command based input system.
There is currently support for:
- Keyboard
- Mouse