I'm new here and I recently started developing my own rendering engine. It's open source, based on OpenGL/DirectX and C++.
The full source code is hosted on github: https://github.com/fleissna/flyEngine
I would appreciate if people with experience in game development / engine desgin could take a look at my source code. I'm looking for honest, constructive criticism on how to improve the engine.
I'm currently writing my master's thesis in computer science and in the recent year I've gone through all the basics about graphics programming, learned DirectX and OpenGL, read some articles on Nvidia GPU Gems, read books and integrated some of this stuff step by step into the engine.
I know about the basics, but I feel like there is some missing link that I didn't get yet to merge all those little pieces together.
Features I have so far:
- Dynamic shader generation based on material properties
- Dynamic sorting of meshes to be renderd based on shader and material
- Rendering large amounts of static meshes
- Hierarchical culling (detail + view frustum)
- Limited support for dynamic (i.e. moving) meshes
- Normal, Parallax and Relief Mapping implementations
- Wind animations based on vertex displacement
- A very basic integration of the Bullet physics engine
- Procedural Grass generation
- Some post processing effects (Depth of Field, Light Volumes, Screen Space Reflections, God Rays)
- Caching mechanisms for textures, shaders, materials and meshes
Features I would like to have:
- Global illumination methods
- Scalable physics
- Occlusion culling
- A nice procedural terrain generator
- Level Editing
- Sound system
- Optimization techniques
Books I have so far:
- Real-Time Rendering Third Edition
- 3D Game Programming with DirectX 11
- Vulkan Cookbook (not started yet)
I hope you guys can take a look at my source code and if you're really motivated, feel free to contribute :-)
There are some videos on youtube that demonstrate some of the features: Procedural grass on the GPU Procedural Terrain Engine Quadtree detail and view frustum culling
The long term goal is to turn this into a commercial game engine. I'm aware that this is a very ambitious goal, but I'm sure it's possible if you work hard for it.