Intrinsic is a Vulkan based cross-platform game and rendering engine

Overview

Intrinsic

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NOTE: I'm working on this project in my sparetime and thus the development activity might vary from time to time. This project is not abandoned and I'm certainly planning to continue working on it in the future.

Intrinsic is a Vulkan based cross-platform game and rendering engine. The project is currently in an early stage of development.

The Intrinsic repository is hosted on GitHub. You can find some simple build and setup instructions in GETTING_STARTED.md.

Contributions and general support are welcome at any time.

Build Status

Platform Build Status
Windows (Visual Studio 2017) Windows Build Status
Linux (GCC 6.0 / Clang 4.0) Linux Build Status

Screenshots

Intrinsic IntrinsicEd IntrinsicEd IntrinsicEd

License

// Copyright 2017 Benjamin Glatzel
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
//    http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
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Comments
  • Cleanup CMake

    Cleanup CMake

    Moves the finding of packages out of the main CMakeLists.txt and into find_package scripts instead.

    This makes the main CMakeLists.txt much more manageable, and uses more correct CMake terminology for all the variables.

    Functionally it should do the same thing, though I haven't had time to test it on Linux or OS X yet.

    opened by ananace 2
  • Don't explicitly state the FBX namespace

    Don't explicitly state the FBX namespace

    Second of my commits to get the engine compiling locally.

    On my copy of the FBXSDK (2015.1) the default namespace is different;

    // fbxsdk/fbxsdk_version.h:51
    
    //FBX SDK namespace definition
    #ifndef FBXSDK_DEFINE_NAMESPACE
      #define FBXSDK_DEFINE_NAMESPACE 1
    #endif
    
    #if FBXSDK_DEFINE_NAMESPACE == 1
      #define FBXSDK_NAMESPACE fbxsdk_2015_1
    #else
      #define FBXSDK_NAMESPACE
    #endif
    

    So a much more reasonable way seems to use the provided FBX define to auto-include the namespace.

    // fbxsdk.h:267
    
    #if defined(FBXSDK_NAMESPACE) && (FBXSDK_NAMESPACE_USING == 1)
      using namespace FBXSDK_NAMESPACE;
    #endif
    
    opened by ananace 1
  • improve cmake

    improve cmake

    it's gotten pretty far. I haven't actually built the windows side yet, because I have yet to install QT; however the cmake portion got as far as the QT stuff, so most of it works correctly on both systems.

    opened by kdavison 0
Releases(v0.0.28)
Owner
Benjamin Wrensch
Passionate game and graphics programmer. Founded @Terasology.
Benjamin Wrensch
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