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Features
Arthur Masson edited this page Apr 19, 2024
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The stone engine will implement most basic functionalities for a game engine.
This page is serving as a list of features that it should have.
- Scene definition : Have a library-agnostic way of defining a scene with its elements
- Scene renderer : Implementation of a scene renderer using a graphic library
- Vulkan
- Window manager : Window manager that handle creation and destruction of windows, user input events
- Glfw
- Mesh : Possibility to display a model mesh on the screen
- Camera : Way of moving the camera around a scene to render from different angles
- Lights : The colors of the different rendered elements are influenced by lights as elements of a scene
- Post Process : Post process effects to alter the final image into something else
- Importing : Can use external files to include assets in our scene like mesh, texture images, sounds etc...
- Custom scene : way to define a custom scene with extension
- Voxel World : Rendering a voxel world with better specialized performances than cube meshes
- Skinned Mesh : Deformable mesh influenced by bones from a skeleton
- Particle system : Optimized way to render swarm of small elements
- Skybox : 360* elements that render where no elements are drawn
- Casted Shadow : Lights can project shadow that are influenced by each elements
- Animations : Playable scene animations over given time
- Blending : Mix blending between multiple animations
- State Machine : State machine that blend animations according to programmable states
- Deferred shading : Use multiple stage in a rendering pipeline to render an image
- Extended Rendering Effect
- Normal mapping : Use of normal texture
- Parralax mapping : Use of displacement height map
- Bloom : Use of emissive material to influence elements around
- HDR
- SSAO : Use of depth buffer to modify screen ambient lightning
- PBR : Physical based rendering pipeline materials
- Physic : Body collision in the scene
- Audio : Playable sound in background or in 3D
- Network : Network communication with proxy elements mirroring remote elements from a server
- Widget : System to create 2D widgets for user interface and a way to render them in a 3D scene
- KHR extensions : handle multiple file extensions https://wanna.helpjuice.com/khr-extensions
- Terrain : Tessellated plane mesh rendered with a height map
- Decal : Application of a texture projected on mesh
- AI Behavior Tree
- Image recording : Render image from the game engine directly to image files or videos