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Irreal Engine

Irreal Engine is a 3D game engine created by Albert Mas and Guillem Arman for the Game Engines university subject at UPC-CITM.

This engine is for university purposes (3D Engines subject).

The subject is divided in three Assignments:

  • 1st: Geometry viewer supporting drag & drop and orbital camera.

  • 2nd: Remove dependency of FBX, organize resources and applying the minimal optimization of graphics engine(frustum culling and quadtree).

  • 3rd: Wwise Integration

Download the latest release here.

Link to the website here.

Subsystems

  • Engine Structure: Gameobjects with components like transform, mesh and material.
  • Mesh Binary Format : We have our own file format for loading assets. We have our importer and exporter with drag & drop.
  • GameObject Hierarchy & Inspector: The way our GameObjects are organised and how you can interact with them. Father/Child hierarchy.
  • Component Camera: Camera movement using WASD keys and right mouse. Alt + left click to orbit. Frustum with camera culling.
  • In-Game Assets Folder: Search for the assets inside the engine.
  • Mouse Picking: Pixel accurate mouse picking
  • Wwise Integration

Team

alt text

Albert Mas: Engine Structue, Mesh Binary Format, Importer, GameObject & Inspector, Camera, Mouse Picking, In-Game Assets Folder, Wwise integration.

Guillem Arman: Engine Structure, Camera, Drag&Drop, Wwise integration.

WWise Integration

On the third assignment we have been integrating Wwise library in order to use it in our engine. Our main purpose was to be able to prepare a scene with two main background musics that were looping, including one static and one moving gameobject with spatial sound effects and an area where the sound of the moving gameobject would be affected by a reverb effect.

We started the assignment by including the Wwise SDK in our engine. Once it was done we created the ModuleAudio with a component audiosource and a component listener.

Video

For the development of this engine, we have used the following libraries:

  • DeviceId Version Deceber 2015: Used to detect hardware
  • ImGui Version 1.66 WIP: Used to create the UI
  • MathGeoLib Version 2.0: Used to get math functions and geometric functions
  • SDL Version 2.0.8: Used in Graphic rendering and Input detection
  • PCG Version 0.9 (Minimal C Implementation): Random number generator
  • OpenGL Version 4.6.0: API used to interact with the GPU to render graphics
  • RapidJSON Version 1.1.0: Fast JSON parcer/generator
  • GLEW Version 2.0.0: OpenGL exension library that determines which OpenGL extensions are supported on the target platform
  • Assimp Version 3.3.0: Used to load FBX meshes
  • DevIL Version 1.8.0: Used to load textures
  • Wwise Version 2017.1.3: Used to manage audio in our engine

Innovation

  • Assignment 1: We have created a file explorer that can search files in the hard drive and then, if they are a mesh (.FBX) or an image (.dds, .png, .jpg) load them.

License

MIT License

Copyright (c) 2018 Albert Mas, Guillem Arman

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.