I have made progress on a 3D game in C++, so far I have completed a:
- 3D deferred rendering pipeline using OpenGL, with animations, cascaded shadow maps, and support for thousands of lights
- Asset packer that pre-processes images, models, animations, and materials into custom binary formats and zips everything into a single file
- Resource cache that handles loading and caching of arbitrary assets
- Logger for debugging that supports multiple output locations and being removed from release builds
- Timer for profiling areas of code, which also will be stripped out of release builds
The game is open source, and can be found here: https://github.com/Maceris/BulletHell
Currently, I am working on procedurally generating infinite maps and managing the associated meshes and lights for each section of the map dynamically.
Next steps:
- Finish some simple map generation
- Build an event system to allow different areas of the code to communicate more easily
Leave a Comment