Free, open-source, game engine and a 3D sandbox.

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Game sge_source
Overview

Work-in-Progress The official "early alpha" release should be available around April 2021

SGEEngine

SGEEngine is an open source (MIT License), C++ centric game engine and 3D sandbox. Aimed as simple projects, SGEEngine is suitable for small games, game jams, learning, personal projects and can be used as a basis for your own game engine.

alt text

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The main features of the engine are:

  • Cross platform working on Windows and GNU/Lunix.

  • Scene editor for 3D and pseudo 2D scenes. Having all common.features like transform, tools, property editor, undo/redo, curve editing and more.

  • C++ hot reloading.

  • Direct3D 11 and OpenGL 3.3 (with WebGL in mind) rendering backends possible.

  • Physics.

  • Path finding.

  • Importing external assets like FBX, DAE and OBJ (with Autodesk FBX SDK)

  • Rich math library.

  • Timeline animations.

anim_aanim_hello.mp4

2210545169dc35f6df4587bfc08a7d56cc5110d1

Roadmap:

  • Flexible rendering pipeline.
  • Web builds with Emscripten.
  • OSX builds.
  • Audio.
  • Better Particle Systems.
  • Better Inverse Kinematics.

Philosophy

SGEEngine strives to be simple to use, debug and modify. It is aimed at simpler games and application, however this does not stop you to extend it and build more complex ones.

Unlike other games engines, SGEEngine does not use the popular entity-component-system (or its derivatives). Instead it takes the classic game object approach - base game actor type that can expose its functionally with interfaces (called Traits). Traits are similar to components in Unity, however they are known in compile time. This means that for each different game object type you will construct a small Actor type that will have the desired traits.

The engine comes with commonly used actors pre-built, like: static/dynamic obstacles, lights, level blocking actors, cameras, lights, navmeshes and others.

Building

SGEEngine uses CMake as main, build system. Getting the engine running should be straightforward.

Minimum supported version of CMake is 3.14. Importing 3D models requires the usage of Autodesk FBX SDK 2020.0.1 or later. Compiling SGEEngine without it is possible however you would not be able to import FBX, DAE and OBJ files. Autodesk FBX SDK is not needed for your final game it is used only as tool.

Here is a screenshot describing how to configure SGEEngine: alt text

Issues
  • Add a way do duplicate a material in game

    Add a way do duplicate a material in game

    Add a way do duplicate a material in game.

    This is useful as some game objects want to change their material properties, maybe the actor was hit and we want to make it blink in red.

    opened by ongamex 0
  • AudioAsset should not contain any internal state about the playback.

    AudioAsset should not contain any internal state about the playback.

    AudioAsset should not contain any internal state about the playback.

    Currently, the AudioAsset class contains a Vorbis decoder, that decodes and keeps track of the progress of the track while playing. This makes it impossible to have the same asset played multiple times at once with the current API.

    Instead, we should have another object that handles the AudioAsset (more specifically the class AudioTrack) and its progress.

    enhancement 
    opened by ongamex 0
  • The comment in CMake

    The comment in CMake "#Do not link with our SDL2, Emscripten has it's own." is incomplete and doesn't provide good explanation.

    The comment in CMake "#Do not link with our SDL2, Emscripten has it's own." is incomplete and doesn't provide good explanation.

    The reasoning why we do not explicitly link with SDL2 (and without source controlled version of SDL2) is because we tell the emscripten compiler via a compiler flag "-s USE_SDL=2" to add its own version SDL2 and force link with it.

    We want to use the SDL2 version from emscripten as it appears to be the popular way of doing this.

    opened by ongamex 0
  • Translation and Rotation gizmo should be able to operate with local and/or world oriented transforms.

    Translation and Rotation gizmo should be able to operate with local and/or world oriented transforms.

    Translation and Rotation gizmo should be able to operate with local and/or world oriented transforms.

    Transform gizmo currently operates only in world space, making some local space manipulations tedious. Rotation gizmo currently operates only in local space, making it tedious to orient lights.

    enhancement 
    opened by ongamex 0
Owner
ongamex
ongamex
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