Paul A.
|
b990a3ad4e
Removed /permissive flag
|
1 year ago |
Paul A
|
9f121ab3ae
Rendering optimizations; fixed bloom order; added individual face-cull settings
|
2 years ago |
Paul A
|
7f740d845b
Implemented stochastic texture sampling; added default models, textures and sounds
|
2 years ago |
Paul A
|
31f7c13464
Added ambient occlusion mapping in geometryPass shader, lightPass shader
|
2 years ago |
Paul A
|
3a7dce6007
Implemented spatial parent-child hierarchy for all entities, in SpatialComponent, SpatialDataManager, WorldScene
|
2 years ago |
Paul A
|
ffc81b87a6
Updated EnTT dependency to v3.12.2
|
2 years ago |
Paul A
|
ac8142f958
Decoupled Systems and Scenes. Every EngineState now owns a separate instance of a SystemScene and all the Systems are shared and initialized once
|
2 years ago |
Paul A
|
5824ba6e05
Implemented scene Editor
|
2 years ago |
Paul A
|
22ab5b123c
Implemented Fmod; added templated execution in TaskScheduler
|
3 years ago |
Paul A
|
5e70c8d253
Added engine states; AudioScene; data-driven rendering passes
|
3 years ago |
Paul A
|
3769a22f07
Added prefab support
|
3 years ago |
Paul A
|
fe26e80e43
Added Bullet Physics (bullet3) dependencies and compiled libraries
|
4 years ago |
Paul A
|
9bc0d64917
Added GUIObject and implemented it as a component in GameObject
|
4 years ago |
Paul A
|
8b8776676c
Changed the math library from Math (custom made) to GLM and amended all the codebase to use the new math library
|
4 years ago |
Paul A
|
7a25e70c07
Making 'LightComponent into a SystemObject;
|
4 years ago |
Paul A
|
5f15c8133c
Cleaned up light component code: using a single uniform instead of inheritance of different light types.
|
4 years ago |
Paul A
|
2eea6808bf
Started reimplementing all game objects, scenes and maps to be based on an entity component system.
|
4 years ago |
Paul A
|
a4fe4c77c4
Added 'include' files and libraries necessary to compile the project for a 64-bit platform
|
5 years ago |
Paul A
|
8d7c8dfa98
Added Filesystem class (filesystem and IO operations);
|
5 years ago |
Paul A
|
05ee8fe85e
Added more error checks (during the loading of different rendering stages) and error codes;
|
5 years ago |
Paulcodedev
|
2ab8e13740
Made HDR into a rendering pass, added comms between rendering passes
|
7 years ago |
Paulcodedev
|
56c3388732
Fixed window resizing, fullscreen and mouse capture
|
7 years ago |
Paulcodedev
|
c9fa5c45fa
Added HDR rendering with eye adaption (automatic exposure)
|
7 years ago |
Paulcodedev
|
b47ace4f02
Modified object loading, added environment map support
|
7 years ago |