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This is a little information about the C++ engine provided by my school.

It has basic rendering and loading functionality.

The glm and sfml libraries are frequently used.

 

There is a World class extending the GameObject class that holds all GameObjects( similar to Unity ).

The GameObject class holds functionality that a GameObject could have and positional information of that GameObject is stored. It is initiated with a name and position.

 

To add a new object to the "scene" a new GameObject is added to the world pointer.

 

GameObject * car = new GameObject("Car", glm::vec3( 0.f, 0.f, 0.f ));

        car -> setMesh( Mesh::load ("models/car.obj" ));

        car -> setColorMap(Texture:: load ( "models/car.png" ));

        car -> setBehaviour( new KeysBehaviour( car ));

        car -> setCollider( new SphereCollider( car, 1.2 ));

        car -> setShader( lightShader );

world -> add(car);

 

After making a GameObject there could be set a mesh(.obj supported), a texture(.png/.jpg supported), a behaviour(selfmade class), a collider(selfmade class), a shader(variable). To show the GameObject it is added to the world which updates and draw all of his childs.

 

Class diagram:

Micro Game Engine

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