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The Spatial Engine

(A framework for building my own projects in c# and expanded off the ideas in c++ Spatial Engine by me)

Warning that this was made in mind for my own projects, so this should not be used for any serious things without heavy modifications.

Current Features

  • Runs on SilkNet using a custom built renderer on Opengl that uses batching of meshes for fast rendering of huge amounts of meshes. Uses custom loading of obj meshes and support for textures and soon a 2d custom renderer for ui.

  • Uses Jolt physics for its physics and a possbility to make my own physics engine in the future once I get the physics on the c++ version of this engine working

  • Currently uses Riptide Networking for connecting clients to servers and sending packets. Will be replaced by Valves networking solution. Builds on top of this with a custom packet system for the server and client.

  • Custom way of representing objects in the game with a SpatialObject and scene loading (soon) and saving.

TODO

  • Add to physics

  • Put physics in the Physics namespace
  • framebuffer color has no depth test

  • Player needs a mesh

  • Documentation

  • Refactor shader system

  • Cascading Shadows

  • refactoring of systems?

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