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
Run git clone --recursive https://github.com/DemiKal/OpenGL_Framework
If you forgot --recursive
, run git submodule update --init
If you already have vcpkg installed, just run install the libraries listed below (step 6).
- You can clone it in any folder, but C:\vcpkg is recommended. Run
git clone https://github.com/Microsoft/vcpkg
in C:/ - Run
bootstrap-vcpkg.bat
- Add system variable
VCPKG_ROOT
with the installation folder as value, in our caseC:/vcpkg
- Add system variable
VCPKG_DEFAULT_TRIPLET
with valuex64-windows
- 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). - Install the packages. From CMD, run:
vcpkg install glm glfw3 glew fmt entt magic-enum spdlog stb assimp
- 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.
Simply unzip Assets.zip file directly where it is.
[TODO] put here libraries used with their license clauses.