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Hammer engine - showcase 09/2012 by sepul
Time Spent:
18 months
Date Added: Jun 09 2012 07:10 AM
Hammer engine is a lightweight 3d game engine, written in C language as my hobby project. with it's own editor and tools.
As soon as I clean the code and make some features more stable, it will be launched as LPGL'd open-source project. (although curious developers can e-mail me for early source code access).
Some of the features in the current build are :
models are courtesy of dexsoft games (http://www.dexsoft-games.com/)
Date Added: Jun 09 2012 07:10 AM
Hammer engine is a lightweight 3d game engine, written in C language as my hobby project. with it's own editor and tools.
As soon as I clean the code and make some features more stable, it will be launched as LPGL'd open-source project. (although curious developers can e-mail me for early source code access).
Some of the features in the current build are :
- Custom SIMD optimized for functions like culling, tiling, occlusion, etc.
- DirectX11 renderer, capable of rendering for D3D10 and D3D10.1 hardware.
- Deferred lighting (light prepass) optimized with tiles (deferred tiling) on CPU.
- MSAA + FXAA anti-aliasing
- Instanced rendering for all scene meshes.
- Supports alpha and forward shading materials.
- Normal maps, specular maps, ambient maps, emissive maps, reflection maps, ...
- SSAO
- Fully dynamic CSM (PSSM) outdoor shadows (killzone2 method)
- Dynamic game entity component system with automatic serialization, scripting and editor integration
- Physx 3.2 rigid body integration which contains it's own physics file format.
- HDR lighting with filmic tonemapping
- Current tools are: mesh-importer, shader-builder, texture-compression tool, remote console app and map-editor.
- Scene management with unified grid spatial data structure
- Common engine systems like file-system, shader-manager, resource-manager, thread-manager etc.
- Animation for skinned and hierarchical meshes (blending not implemented yet)
- 2D/3D debug drawing tools with unicode font support.
- Basic OpenAL sound system with OGG and WAV file formats
- Basic scripting support with AngelScript engine.
models are courtesy of dexsoft games (http://www.dexsoft-games.com/)
Microsoft visual studio 2010 - SP1
Physx 3.2
OpenAL
Angelscript
ZLib
Physx 3.2
OpenAL
Angelscript
ZLib










15 Comments
About materials, actually you can put all kinds of properties and textures into materials without any fat g-buffers, as for BRDFs I may need couple of them like skin and isotropic which are all applicable for light-prepass.
I'm not making a commercial cutting edge, big epic style engine that can handle huge environments and effects. maybe in the future I implement CS deferred, but not now.
@ Frenetic Pony: Actually Light Pre-pass have no limitation for materials, unlike full deferred.
I'm one of the curious developers who would like to have a look at the source code of your creation
Any chance that you want to share source code on short notice? Or a demo so we can see with our own eyes (and you get some performance feedback
Thx!
+1 !
I don't really follow, here. If you want to have multiple BRDFs you're still stuck with some sort of an index. You can do some futzing around with the accumulated light, but there are better ways to do that that don't involve rendering all your meshes twice.
@Guest: sorry but it's been couple of days that I've been busy, I don't know your username on bitbucket, and the problem is bitbucket only allows for 5 developers to have access to private code, and they are full now, I'll remove one of them and give access to u.
thanks again for other users who liked this stuff, I'm currently working in my spare time to make the code public and also make more decent demos.
I've sent yu my bitbucket account name using a GDnet message. Thanks already!
which is open-source and multiplatform, written in C language
check it out ...