Daniel Olondriz
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In this project I was in charge of:
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Creating a UI Layout that was understandable for anyone, and that would look good.
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Implementing cameras that worked with a Frustum.
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The Frustum Culling, wich deactivated all objects that were outside the camera Frustum range.
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Implementation of an adaptative Octree inside the scene which optimized the Frustum Culling
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Programming all of the Shaders, in gslgl language. Including the implementation of normal maps, lighting and more.
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Following the last point. The implementation of a Water Shader that would simulate waves with foam on top of them.
Nicolas Babot
In this project I was in charge of:
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Supporting the Loading Geometry system of the Assimp library.
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The possibility to add texture to the Geometry using Devil to import textures.
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The structure of Gameobjects and Components like Unity.
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The system of how gameobjects use components such as transformation, mesh and texture.
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Own format of geometry and texture to optimize the reimport of both.
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Serialization of the scene, the user can save and load the scene he is working with.
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Mouse picking, using the mouse the user can chose game objects.
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Resource Management, I’ve made the complete system of resources, having for now four types of resources: mesh, texture, shader object, shader material.
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I implemented the shader pipeline in the engine and all the geometry is printed using shaders.
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Guizmo, the user can move the GameObjects with the mouse by using the Guizmo implementation.
Team
This Engine was created by Nicolas Babot and Daniel Olondriz, two students of CITM UPC, as a project for our Engines Subject in The Videogame Development Grade in aproximately 3 months