World, Actor, and Component system

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  • เผยแพร่เมื่อ 11 ก.ย. 2024
  • After months of working on my Hobby Engine's core, I am delighted to present to my engine its objects system and World(Scene), Actor, Components, and Prefabs that will work closely with my upcoming asset manager.
    I have also added a basic renderer to visualize the loaded scene.
    Here in this video, you can see a really heavy Sponza base scene + Colorful curtains from Intel(www.intel.com/...) being loaded in less than 11 seconds.
    This timing is in single-threaded loading, I am yet to implement multithreaded loading of independent assets.
    The renderer itself is running in a separate thread though
    Right now I have only obj importer so the Sponza scene is imported into blender as GLTF and exported from there as Obj. So all the meshes in this scene are unique and not references and there are some discrepancies with the mesh due to my fault.
    Engine's world and object system already support reference serialization, So all I have to do now is create GLTF importer.
    Also, frustum culling has some bugs. Please ignore it!
    There are tons of changes and middleware features added to the engine. It is starting to shape into a fantastic product(IMHO :))
    Due to personal reasons, I will not be able to work on this hobby project until the end of 2022(Foreseeable length might extend)
    Music: audiotrimmer.c...

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