Nuclear Engine
ProprietaryA Cross-Platform 3D Engine written completely in C++, and uses OpenGL 3.3 Core & DirectX 11.
-Game Engine
A Cross-Platform 3D Engine written completely in C++, and uses OpenGL 3.3 Core & DirectX 11,
Features:-
- __Core__
- Cross platform ready.
- Modern Fast code using C++14.
- Fast Robust Entity Component System "ECS" using EntityX.
- Cross-platform Application creation through GLFW.
- Support for XML & INI Parsers.
- __Managers__
- AssetManager
- Support for PNG, JPEG, BMP, DDS, GIF, HDR, PSD and many more image formats (using stb_image library).
- Support for OBJ, FBX, Blend, 3DS, CAD, GLtf and many more 3D model formats (using Assimp library).
- Support for OGG, FLAC, WAV, MP3 and many more audio formats (using FMOD library).
- ShaderManager
- Support for automated shader creation instead of Re-Writing them
- ___Audio___
- Support for FMOD LowLevel API
- Support for Preloading audio files to memory then playing them "Sound"
- Support for streaming large audio files and playing them "Stream" --Soon™
- __Graphics__
- Support for Abstracted RenderAPI called "OneAPI" having implementations in DirectX 11 "Feature Level 10.1" and OpenGL 3.3 Core RenderAPIs.
- Support for HLSL Shaders which can be Cross Compiled to GLSL.
- Support for Separate Shaders & Seperate Samplers, Textures.
- Support for Customized Dear-ImGui as a Default GUI Library.
- ___RenderSystem___
- Support for BlinnPhong Lighting.
- Support for Normal Mapping. --Buggy™
- Support for PostProcessing Effects:
- Gamma Correction
- HDR 'Reinhard tone mapping'
- __OneAPI__
- Context
- ConstantBuffer
- VertexBuffer
- IndexBuffer
- InputLayout
- Texture
- Sampler
- RenderTarget
- BlendState
- RasterizerState
- DepthStencilState
- ShaderCompiler
- VertexShader
- PixelShader
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A Cross-Platform 3D Engine written completely in C++, and uses OpenGL 3.3 Core & DirectX 11.
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