
Darwin Xavier
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

