All Projects → ScrappyCocco → Scrapengine

ScrappyCocco / Scrapengine

Licence: mit
A very simple real-time Vulkan 3D game engine

Programming Languages

cpp
1120 projects
cpp11
221 projects

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Engine Logo

An engine made of scrap code /s

Build command Status
cppcheck Build Status

Description

I have always been passionate about game development and rendering, and i wanted to go deeper into it. With the arrival of Vulkan, i thought it was a good time to start learning how a game engine works. The development of his game engine started on July 2018, and at the beginning of August 2018 it was able to render the basic triangle. Since then i had to slow down for a few months because of University and its projects, but on August 2019 this repository has been made public with the release of the first working small game tagged as demo 1.

I followed mostly Alexander Vulkan tutorial and SaschaWillems Vulkan examples to understand the basics and to develop it.

It is a very simple game engine, made mostly to understand the basics of rendering and how to connect multiple parts between them (input-render-audio-physics).

It is not perfect and is not intended to be used in production, is a personal project made to study Vulkan, feel free to modify it if you want. If you have any question feel free to open an Issue.

How to build the engine

To see how to build the engine from the source code, please read the wiki page.

Known problems

Since it's a engine made from zero, the GameObject-Component structure is not perfect and may lead to bugs or errors involving transformations or rotation. Specially when moving the GameObject with multiple components or a GameObject and its childs. This is known when the user try to rotate a RigidbodyComponent.

There may be other parts of the engine that do not work perfectly or as expected.

I will try to make it better and to fix all the issues about it.

What's next

  • [x] Directional light and Shadow-Mapping;
  • [ ] (Should improve Forward Rendering structure or move to Deferred Rendering before adding more lights);
  • [ ] Omnidirectional light and Shadow-Mapping;
  • [ ] [...?]

Special thanks

  • SaschaWillems for all his Vulkan examples and for his suggestions on Discord;
  • Charles for all his support during the whole development, helping me understanding where and what the problem was, and for all his help and suggestions;
  • My friends frncscdf and davidepi for their suggestions and support;
  • All the people in the Vulkan Discord server.

Vulkan FAQ

  • How do you render multiple objects? How do you render the UI?
  • Resources to understand the basics of lights/shadows

Example game gameplay gif

You can download this example game here

Example game Gif gameplay

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