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Kamikaze! An overtime project for the course of Game Engine dev. http://vcg.isti.cnr.it/~tarini/teaching/engines2016/ Fri. 2016-06-04, 18:00PM 05:00AM Fri. 2016-06-24, 17:00PM 02:30AM Sat. 2016-06-25, 09:00PM 12:00AM Wed. 2017-01-18, 20:00PM 23:29PM (Simone Pessotto) Dependencies: SDL 2.0 (for SO interfacing) glm (for math functions) PesAudioWrapper (Simone Pessotto's Project, Release Build inside this Repo) ...and nothing else! V 0.1.1 A few notes on the structure of the code: cpp files do not implement methods of a single class: instead, each implements all methods/global funciton of a mdule of a game engine of all classes. main.cpp : interfaces with SO (windows, keyboard, event loop). Uses SDL. physics_engine.cpp : all phyiscal evolution methods rendering_engine.cpp: all rendering methods, plus a global "rendering" function (call me). Uses OpenGL. asset_manager.cpp importers (and/or procedural creation) of any asset ai.cpp all for NPC behaviour gamelogic.cpp: gamelogic: stats, special behaviour of custom objects. (anything which would be scripts in Unity). Classes / headers for: tranform.h (roto-translation-scale: with quaternion) phys_obj.h (any object in a game) controller.h (the immediate "will" of a ship) mesh.h (indexed, triangular mesh: the appearance of an object) texture.h (just diffuse texture for now) collider.h (geometry proxy for collision detection -- aka hitbox) ai_mind.h (the internal state of an AI controlled NPC) custom_classes.h: (includes classes Ship, Bullet, Arena) more Info inside each file!
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