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Oasis Engine

Introduction

Oasis engine is a game engine designed with ECS architecture in mind, with the purpose of providing a useful and elegant framework for quick prototyping. The engine avoids usage of a rendering library, and as such the project utilises a software rendering approach.

Motivation

Oasis engine is a game engine motivated by my desire to achieve further understanding of the paradigms of project architecture, data driven programming, the rendering pipeline, and hardware software.

Features

  • Modular Rendering Engine
  • Entity Component System (ECS) for performant entity management.
  • Basic geometric rendering capabilities.
  • Camera and scene management.

Next up:

  • Tile based rasterization.
  • Fix input 'sticking' upon changing window focus.
  • Lighting.
  • Texturing.
  • Indices.
  • Collision.
  • Physics.
  • ECS: define systems after entities, inform systems.
  • Events, triggers, etc.
  • Fix w2s such that NDC coordinates aren't set to 0 if off screen, ruining entire triangle.
  • Multithreaded rendering.
  • Create intermediary "helper" for interaction with the engine, mediator between game and engine, acting as a wrapper while still allowing for lower level interaction with the engine.
  • Linux support
  • add logging class.

Smaller things

  • lock mouse mechanism, unlock, mouse pos, delta

  • proper shutdowns, deallocate memory

  • implement overdraw or better method of handling remaining pixels after AVX2 rasterization.

  • fix windowconfig width, height, window_width, window_height

  • adjust near plane in clipping func to be that of current cameras near plane.

  • remove camera.h, refactor renderer and renderer3d, refactor interaction between managers and engine

  • clean up math functions

  • clean up example_game

Table of Contents

  1. Introduction
  2. Features
  3. Installation
  4. Usage

Installation

To set up Oasis Engine on your local machine:

  1. Ensure you have CMake and a C++ compiler (Clang++ recommended)
  2. Clone the repository git clone https://github.com/benfrag/oasis-engine.git
  3. Navigate to the project directory and run cmake . to generate build files.
  4. Build the project using your build system.

Usage

  • The repository includes an example usage with the 'example_game' folder outlining the basic principles of utilising the engine.
  • Configuration: create an instance of EngineCore, and call its initialize method, optionally you can configure the window it creates by calling the configure_window method.
  • Creating Entities: Use the ECSController in the EngineCore to create and manage entities.
  • Rendering: Use the base_components and base_systems to render geometry.

Example Usage

Below is a basic example of how to initialise and run the engine in a C++ application:

#include <windows.h>
#include <iostream>

#include "engine/core/engine.h"

int main()
{
    EngineCore engine;

    try
    {
        WindowConfig window_config;
        window_config.width = 800;
        window_config.height = 600;
        engine.configure_window(window_config);
        engine.initialize();

// Utilise the engine to create entities, provide data for these entities through creating components, and register systems to act on this data.

        engine.run();
    }
    catch (const std::exception& e)
    {
        std::cerr << "An exception occured: " << e.what() << std::endl;
    }

    engine.shutdown();

    return 0;
}

Example ECS Usage:

to be added.

License

Oasis Engine is released under the MIT License.

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