Game Engine Development
Designed and built a game engine in C++ using SDL and OpenGL.
Update 6
Working on a real-time raytracer to replace the forward renderer.
Update 5
Built a top-down BVH on the CPU. Used for object culling in the forward renderer.
Update 4
Built a forward renderer with dynamic lighting, textures, and custom UV maps.
Update 3
Added libtorch natively in engine. AI is a first class feature.
Update 2
Built game objects that support dynamic transforms, keybindings, a basic scene graph, audio pipeline, and custom textures.
This includes a custom quaternion implementation from scratch and instanced texture support with UV maps.
Game engine in update 2
Update 1
Implemented SDL window management, input handling, and OpenGL rendering pipeline.
This first update includes basic shape loading, simple camera controls, custom vertex and fragment shaders, the ability to load arbitrary shaders from files, and lambertian lighting.
The engine is version controlled using git and is available by request on github. Milestones and versions are marked using tags and releases respectively.