Introduce my in-house game engine

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0 comments, last by hour30000 2 years, 4 months ago

Hello, I'm game developer from korea.

I wanna introduce my in-house game engine.

I just wanna share my works with peoples and talks about it....

Please talks your opinion freely! I want advice of experienced people.

I have been making in-house game engine for a year.

I'm trying make game engine easy to use like unity.

So I implemented some tools for beginner programmer.

For example,

Garbage Collector using c++ reflection ( https://youtu.be/wxZIGoTRcpo ). I think this can makes programmer free from managing memory leak.

or imgui integrated with c++ reflection. This is inspired from Unreal Engine. In Unreal Engine, you can modify variables value thorugh engine gui putting UPROPERTY to variable. I implemented same thing!!.

And I have been trying to make game engine faster. So I implemented SW ViewFrustumCulling(https://www.ea.com/frostbite/news/culling-the-battlefield-data-oriented-design-in-practice) and SW Occlusion Culling ( Masked SW Occlusion Culling, https://www.intel.com/content/dam/develop/external/us/en/documents/masked-software-occlusion-culling.pdf ), Distance Culling from unreal engine. You can see source code at here ( https://github.com/SungJJinKang/EveryCulling )

And I'm working to support DX11. ( Currently, Only OpenGL is supported )

Game Engine Video : https://youtube.com/playlist?list=PLUg9a0kyCgTR3OhYZYSMauDmjv6D96pVz

Game Engine Source Code Github : https://github.com/SungJJinKang/DoomsEngine

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