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3D OpenGL Game Engine (C++ w/ Python scripting)
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2D/3D OpenGL Game Engine (C++11 w/ Python scripting)
Featured on theOfficial GitHub Blog!
Copyright (c) 2007-2018 Grady O'Connell
Open-source under MIT License. See LICENSE file for more information.
See CREDITS.md for a list of contributers.
This is a rewrite of myolder game engine, with code dating back to 2007.
- Project Board
- Documentation
- Projects and Examples:
- Cross-platform (Windows, Linux, and Mac(wip))
- Multi-threaded (more improvements here soon)
- OpenGL ES-compatible shader-based pipeline
- Forward rendering w/ multipass lighting
- Several shaders, including tangent-space bumpmapping
- Partitioner/culling support
- Automatic VBO baking of visible areas (10x framerate in many cases)
- Mesh instance copy-on-write vertex and shader attribute modifications
- Basic instancing
- Render-to-Texture
- Thread-safe OpenGL task handler
- C++ and (wip) Python support
- Multi-layer tilemap system for 2D games
- Compatible withTiled map editor
- Python Console
- Shared resource management
- Animating Sprites
- Resource management and multiple path search
- Resource caching
- Basic create() function for all types
- Json config for more complex resources
- Config-based type-resolution and subresources
- Composite/nested resource suport
- User-defined resources
- 3D Scene graph
- World matrix transform caching
- Static mesh baking (collapse to world space and combine)
- Tracking/following w/ animation support
- Node factory supporting user classes
- Node tags
- Many 3D model formats supported
- Blender scene exporter
- Reactive Subsystems
- Communicate with/between nodes easily by sending/receiving data through named metaobject/json events
- Each node has a lightweight state machine with signal support
- User-defined events and states
- State stack
- User-defined engine states
- Async loading screens
- Input
- Multiple controllers
- Bindings specific to player profiles
- Button/switch-associated events
- Switch history for timer-based events and multiple fast press events
- Activation thresholds
- Animation (code moved tokit)
- Timer-based keyframes
- Interpolation/Easing
- Callback scheduling
- Music and 3D Sound
- Powered by OpenAL
- Wav and Ogg support
- Thread-safe
- Cairo 2D primitives w/ Render-To-Texture
- Pango Font and Text Rendering
- Headless mode for dedicated servers and unit testing
More features will be listed as I add them...
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