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Member Since 24 Oct 2012
Offline Last Active Yesterday, 06:20 AM

Topics I've Started

Aether3D Game Engine (Win/OS X/Linux/iOS, C++11, Open Source)

29 May 2014 - 02:10 AM

I've been working on this game engine for some time and just released a new version. Any kind of constructive feedback on code/build issues/compatibility/documentation etc. is appreciated. I'm actively developing the engine and just starting to prototype a Forward+ renderer and a scene editor using Qt.



  • Renderers: OpenGL 3.2, 4.3, ES 3.0, D3D11
  • Platforms: Windows, OS X, iOS, Linux
  • Scene graph
  • Performance: SIMD, batching of 2D geometry, batching of 3D geometry for depth passes, instancing
  • Can use user-supplied shaders whose parameters can be set from C++ or ASCII files
  • Cook-Torrance, SSAO, VSM, Reinhard tone-mapping, Bloom
  • All assets and shaders can be hot-reloaded while the game is running
  • Modern C++11 code
  • Model converters for Blender, FBX, .obj and COLLADA

Screenshot of Sponza scene:




Asset hot-reloading:




What texture atlas tools are used in games industry?

11 June 2013 - 10:26 PM

I'm writing a texture atlas support for my new engine and want to know what tools people are using to create atlases in the real life. Some SDKs have their own tools and some tools are more generic, like TexturePacker.