Releases: WEEP-WORKS/WEEP-ENGINE
Releases · WEEP-WORKS/WEEP-ENGINE
Weep Engine v.0.4
- UI system and components
- Main menu with input box and button to start. Once pressed the screen fades away.
- Ingame options window that has an option to activate / deactivate vsync with a checkbox.
- Ingame window can be dragged around inside window limits. Crosshair in the middle of the screen.
Weep Engine v.0.3.0
- GameObject Parent-Child structure
- Own File Formats
- Scene Serialization
- Quadtree including
- Resource Management.
- Transform component
- Load transformations from assimp
- New Camera editor and Component
- Mouse Picking and Gizmos
- Time management including Gamemode
- Anything including ImGui.
WEEP-ENGINE v0.2
Weep Engine v.0.2.1
- Bake_house automatically loads once the engine is opened.
- Two models in FBX format with one channel diffuse texture in DDS format.
- Accepts drag&drop of FBX files from anywhere in the Hard Drive.
a. If the FBX file contains multiple meshes, multiple GameObjects are generated and
placed at the center of the scene. - Accepts drag&drop of DDS/PNG files. The texture applies to the selected
GameObject. - GameObject structure, one for each loaded mesh. The GameObjects are not in a hierarchy tree nor use any kind of transformations. Each GameObject have, at least, 3 components: Transform, Mesh and Texture.
- Unity-like camera controls:
a. While Right clicking, “WASD” fps-like movement and free look around.
b. Mouse wheel zooms in and out.
c. Alt+Left click orbits the object.
d. Pressing “f” should focus the camera around the geometry.
e. Holding SHIFT duplicates movement speed. - Editor Windows:
a. Console: the window LOGs the geometry loading process from ASSIMP and the
external libraries initialization process.
b. Configuration:- A graph for the frames per second.
- Configuration for all variables on each module (renderer, window, input, textures).
- Information output of memory consumption, hardware detection and software
versions (SDL, OpenGL, DevIL).
c. Hierarchy: displays a list with all GameObjects in this window. The GameObjects
are at the same level (no hierarchy tree). The user should can select a
GameObject through this window.
d. Inspector: you should display information about the components of the selected GameObject - Transform: only for display purposes. Show position, rotation and scale for the selected GameObject, which should be set to 0.
- Mesh: information about the loaded mesh. Option to display its normals (per-triangle and per-face).
- Texture: display texture size and path. Option to view the selected GameObject with the checkers texture.
e. TGeneral menu with option to quit, visit the github page, and get info about the engine (“About”). Able to turn on/off editor windows.
f. Menu to load the basic shapes generated with par_shapes.
Weep Engine v.0.1
Features
-
Show Imgui Test Window
-
Show About App Window
-
Create a Random Number (there's no output)
-
Test MathGeoLib collisions (without drawing)
-
Show FPS
-
Close App