PKYU Engine is created to demonstrate how Scene Graphs would work in a component
based architecture game engine. Inspired by Unity’s gameobjects, the different
classes would revolve around the engine’s own GameObject class. Components
such as MeshRenderer and Transform would be present to manipulate the creation
of objects. GLEW is also used inside the engine.
Features:
Scene Management System
GameObject System
Input Management System
Network Management System
Prefab System
Tag Systems
Vertex System
Component System:
Transform
Collider
MeshRenderer
BoxRenderer
ModelRenderer
Shaders
Audio
TextRenderer
Textures
Features:
Scene Management System
GameObject System
Input Management System
Network Management System
Prefab System
Tag Systems
Vertex System
Component System:
Transform
Collider
MeshRenderer
BoxRenderer
ModelRenderer
Shaders
Audio
TextRenderer
Textures
Development Team:
John Alson Entuna - Engine and Systems Programmer
Paul Aguilar - Engine Designer, Game Programmer, Documentations
Justine Orprecio - Engine and Systems Programmer
Void Main()
GameObject: a much improved GameObject from Blank Engine
Component System: Components that can be added to the GameObject for more functionality
Scenes: Multiple scenes can represent individual games in PKYU Engine
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