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OpenGL_Framework

Welcome to [Engine name]. Here we have a game engine that includes

  • Custom raytracing shaders (Compute + CUDA) [todo]
  • Ray traced shadows as Post Process
  • Model loading
  • Two-level BVH builder (Top level Binned and Bottom level SAH),
  • Deferred + Forward pipeline
  • Physics [todo]
  • Collision detection [todo]
  • Path planning [todo]
  • AI component [todo]
  • Seperate scripting modules [todo]
  • Tiled shading / light culling [todo]
  • Culling optimizations [todo]

This engine is designed to utilize modern OpenGL code (AZDO). Possible Vulkan extensions in the future

Build Instructions

Run git clone --recursive https://github.com/DemiKal/OpenGL_Framework If you forgot --recursive, run git submodule update --init

vcpkg

If you already have vcpkg installed, just run install the libraries listed below (step 6).

  1. You can clone it in any folder, but C:\vcpkg is recommended. Run git clone https://github.com/Microsoft/vcpkg in C:/
  2. Run bootstrap-vcpkg.bat
  3. Add system variable VCPKG_ROOT with the installation folder as value, in our case C:/vcpkg
  4. Add system variable VCPKG_DEFAULT_TRIPLET with value x64-windows
  5. Add C:\vcpkg as a system path variable. You should now be able to run it directly from the command line (try closing the window and/or restarting Windows to see if it works).
  6. Install the packages. From CMD, run: vcpkg install glm glfw3 glew fmt entt magic-enum spdlog stb assimp
  7. Run vcpkg integrate install for good measure, to make sure it's integrated into Visual Studio.

You can enable use of precompiled headers in the OpenGL Framework project for faster compilation. Make sure to set Editor as the start up project in Visual Studio.

Assets

Simply unzip Assets.zip file directly where it is.

Libraries used

[TODO] put here libraries used with their license clauses.

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