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Merge pull request #56 from Yattabyte/Active
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Version 4.0 Release
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Yattabyte committed Jul 17, 2019
2 parents e38a2a3 + b2eb32d commit 293e6a4
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13 changes: 7 additions & 6 deletions CMakeLists.txt
Original file line number Diff line number Diff line change
Expand Up @@ -2,7 +2,7 @@
### reVision ###
################
cmake_minimum_required(VERSION 3.10)
project(reVision VERSION 3.0 DESCRIPTION "Video game engine project.")
project(reVision VERSION 4.0.0 DESCRIPTION "Video game engine project.")

# Get dependency directory locations from the user
set(ASSIMP_DIR "" CACHE PATH "ASSIMP root directory")
Expand All @@ -16,20 +16,20 @@ set(PROJECT_BIN ${CMAKE_SOURCE_DIR})
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /MP")

# Include directories of dependencies for entire project
include_directories (
include_directories(
${CORE_DIR}
${ASSIMP_DIR}/include/
${BULLET_DIR}/src/
${FREEIMAGE_DIR}/Source/
${GLFW_DIR}/include/
${GLM_DIR}
${SOLOUD_DIR}/include
${SOLOUD_DIR}/include/
)

# Add external dependencies
link_libraries (
debug ${ASSIMP_DIR}/lib/Debug/assimp-vc140-mt.lib
optimized ${ASSIMP_DIR}/lib/Release/assimp-vc140-mt.lib
link_libraries(
debug ${ASSIMP_DIR}/lib/Debug/assimp.lib
optimized ${ASSIMP_DIR}/lib/Release/assimp.lib
debug ${ASSIMP_DIR}/lib/Debug/IrrXML.lib
optimized ${ASSIMP_DIR}/lib/Release/IrrXML.lib
debug ${ASSIMP_DIR}/lib/Debug/zlibstaticd.lib
Expand Down Expand Up @@ -78,6 +78,7 @@ if (DOXYGEN_FOUND)
set(DOXYGEN_OUTPUT_DIRECTORY ${PROJECT_SOURCE_DIR}/docs/)
set(DOXYGEN_MARKDOWN_SUPPORT YES)
set(DOXYGEN_BUILTIN_STL_SUPPORT YES)
set(DOXYGEN_JAVADOC_AUTOBRIEF YES)
set(DOXYGEN_USE_MDFILE_AS_MAINPAGE ${PROJECT_SOURCE_DIR}/README.md)
doxygen_add_docs(Documentation ${PROJECT_SOURCE_DIR} COMMENT "Generate docs")
endif (GENERATE_DOCS)
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54 changes: 31 additions & 23 deletions README.md
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@@ -1,16 +1,18 @@
# reVision

This project is a WIP game engine, with the primary focus being on real-time 3D rendering.
The engine supports OpenGL 4.5 + GLSL 460, deferred rendering, and a PBR workflow (materials and shaders).
This is a work-in-progress game engine, with the bulk of its focus on asset loading and real-time 3D rendering.
The engine runs using an OpenGL 4.5 + GLSL 460 deferred renderer equipped for a PBR material workflow.
The engine also uses an ECS architecture.

## Getting Started

The branch "active" is updated frequently and contains the most recent builds, but may be unstable.
The most stable versions can be found under the branch "master".
The branch labeled "active" is updated frequently and contains the most recent builds, but may be unstable.
The most stable versions can be found under the branch labeled "master".
Binaries can be found under the "Releases" section, and is updated every time I complete a major version.

The project is designed with CMake in mind, so clone the desired branch and run CMake to generate the project solution.
The project has been designed with CMake in mind, as it depends on several external libraries to compile.

Note: the engine requires a graphics card capable of supporting OpenGL 4.5 and GLSL 460.
Note: the engine requires a graphics card capable of supporting OpenGL 4.5 and GLSL 460 to run.

### Required Libraries

Expand All @@ -22,8 +24,29 @@ This project requires the following (free) libraries:
* [GLFW - Windowing](http://www.glfw.org/)
* [GLM - Mathematics](https://glm.g-truc.net/0.9.9/index.html)

## Versioning

The engine version goes as such:
``(Major #).(Minor #).(Patch #).``
For example, Version: 1.2.3, where the major version is 1, minor version is 2, and the patch version is 3.
The major version increments following the completetion of a major milestone, plus changes are pushed into the master branch and a new version is released.
The minor version increments when a large planned feature is implemented or a category of related changes have been completed.
The patch version increments when a patch, hotfix, or small feature has been implemented.

I try to commit every time the version changes, including the new version in the summary.

## License

This project is licensed under the MIT License - see the [LICENSE.md](LICENSE.md) file for details

## Acknowledgments

Thanks to everyone who has helped me over the years!

Special thanks to all the helpful members of the former [Facepunch programming subforum](https://forum.facepunch.com/f/) as well as those who moved on to [Knockout](https://knockout.chat/), the helpful community on the Stack Exchange, [OGLDev](http://ogldev.atspace.co.uk/index.html), [Learn OpenGL](https://learnopengl.com), and the many other people who run their own tutorial series and programming blogs.


### Installation
## Installation

Step 1: Download [CMake](https://cmake.org/)

Expand All @@ -45,19 +68,4 @@ Step 3: Building the project
```
The project comes as a single solution for the engine, and a separate solution for generating the optional Doxygen documentation.
To avoid duplicating the engine assets for multiple builds (debug, release, x32/x64, etc) they are kept within the 'app' folder. If the executable doesn't have it set already, change it to start in the app folder.
```

## Versioning

We version our project in the following format: (Major #).(Minor #).(Patch Letter)
For example, Version: 1.2.C, where the major version is 1, minor version is 2, and the patch version is C.

## License

This project is licensed under the MIT License - see the [LICENSE.md](LICENSE.md) file for details

## Acknowledgments

Thanks to everyone who has helped me over the years!

Special thanks to programming members of [Facepunch](https://forum.facepunch.com/f/), the helpful community on the Stack Exchange, [OGLDev](http://ogldev.atspace.co.uk/index.html), [Learn OpenGL](https://learnopengl.com), and the many other people who run their own tutorial series and programming blogs.
```
19 changes: 12 additions & 7 deletions app/Configs/binds.cfg
Original file line number Diff line number Diff line change
@@ -1,7 +1,12 @@
"FORWARD" "87"
"BACKWARD" "83"
"LEFT" "65"
"RIGHT" "68"
"JUMP" "32"
"RUN" "340"
"PAUSE" "80"
"FORWARD" "87.000000"
"BACKWARD" "83.000000"
"LEFT" "65.000000"
"RIGHT" "68.000000"
"JUMP" "32.000000"
"RUN" "340.000000"
"UI_UP" "87.000000"
"UI_DOWN" "83.000000"
"UI_LEFT" "65.000000"
"UI_RIGHT" "68.000000"
"UI_ENTER" "257.000000"
"UI_ESCAPE" "256.000000"
19 changes: 9 additions & 10 deletions app/Configs/preferences.cfg
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Expand Up @@ -2,22 +2,21 @@
"C_WINDOW_HEIGHT" "1080.000000"
"C_WINDOW_REFRESH_RATE" "60.000000"
"C_WINDOW_FULLSCREEN" "0.000000"
"C_GAMMA" "1.000000"
"C_GAMMA" "1.750000"
"C_VSYNC" "0.000000"
"C_DRAW_DISTANCE" "1000.000000"
"C_FOV" "110.000000"
"C_MATERIAL_SIZE" "2048.000000"
"C_ENVMAP_SIZE" "2048.000000"
"C_RH_BOUNCE_SIZE" "64.000000"
"C_SHADOW_SIZE_DIRECTIONAL" "2048.000000"
"C_SHADOW_SIZE_POINT" "2048.000000"
"C_SHADOW_SIZE_SPOT" "2048.000000"
"C_SHADOW_QUALITY" "5.000000"
"C_RH_BOUNCE_SIZE" "16.000000"
"C_SHADOW_SIZE" "1024.000000"
"C_SHADOW_MAX_PER_FRAME" "6.000000"
"C_ENVMAP_SIZE" "128.000000"
"C_ENVMAP_MAX_PER_FRAME" "6.000000"
"C_BLOOM" "1.000000"
"C_BLOOM_STRENGTH" "5.000000"
"C_SSAO" "0.000000"
"C_SSAO" "1.000000"
"C_SSAO_BLUR_STRENGTH" "5.000000"
"C_SSAO_RADIUS" "2.000000"
"C_SSAO_QUALITY" "1.000000"
"C_SSR" "0.000000"
"C_FXAA" "0.000000"
"C_SSR" "1.000000"
"C_FXAA" "1.000000"
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