3D Engine made by Guillem Sunyer Caldú and Simón Stoyanov Beltrán for the 3D engines subject during the 3rd year of Game Design and Game Development degree at CITM.
Link to the Github Repository https://github.com/Guillemsc/3D-Engine
Link to the Guillem Sunyer's Github page https://github.com/Guillemsc
Link to the Simón Stoyanov's Github page https://github.com/SimonStoyanov
- File
- Open in Explorer: Opens the container of the Engine.
- Save Scene: Saves the current scene into a JSon.
- Quit (Alt + F4): Exits the application.
- Game Object
- Create Empty: Creates an empty GameObject and puts it into the hierarchy.
- Component
It will only show the options if a GameObject of the hierarchy is selected.
- Add Mesh: Adds a component mesh to the selected GameObject.
- Add Texture: Adds a component texture to the selected GameObject.
- Window
- Game
- Hierarchy
- Inspector
- Console
- Configuration (C)
- Profiler (P)
- Hardware
- Explorer
- Help
- About SuSto Engine
- Layouts
- Current Layout: Shows the layout that is using the engine at the moment.
- List of Layouts: A list of layouts that can be assigned when clicking the Set Button or be deleted with the X Button.
- Input Layout: By clicking the button Save Layout and assigning a name at the text input, a layout will be added to the list of layouts above.
- Debug
- Test Window: Opens the imgui test window.
- FPS: Show the current framerate.
- Move: Selects the current guizmo mode to Movement.
- Rotate: Selects the current guizmo mode to Rotation.
- Scale: Selects the current guizmo mode to Scale.
- Play: Starts the game, every object that is moved during play-time will return to its original position, also for the rotation and scale.
- Pause: Only shown during play-time. It will change to editor mode, stoping the game.
- Draw KDTree: Debug functionality that shows the planes that are dividing the gameobjects to create the KDTree.
- Draw BBoxes: Draws the bounding boxes of all gameobjects that have one.
- Camera Movement
- Right Click + W, A, S, D: Move forward, Left, backward or right, respectively.
- Right Click + Z, X: Move up or down, respectively
- Mouse Scroll: Move the camera forward or backwards.
- Right Click + Mouse Movement: Camera moves.
- F: Centers the view to the (0, 0, 0).
- Other functionalities
- Drag and Drop: if an fbx is dropped into the engine, it will be rendered.
GameObjects are shown at the hierarchy. There, they can be selected (by right clicking) and created (with a button above the list of GameObject. Also, by right clicking and then pressing the button delete it will erase the GameObject.
At the inspector it is posible to look at the components of a selected GameObject, which would be the next ones:
- Transform.
- Mesh.
- Texture.
- Camera.
The console prints the log of the engine, and also admits commands. At the momement, there are two commands:
- .Clear: clears the log of the console.
- .Help: Shows a list of commands.
At the configuration the user can change some variables for the sake of the use of the editor. The most remarkable things are the Fill mode, the wireframe mode and the point mode, which are used to change the mode the meshes are shown at the game window.
Mainly, the user can look at the memory usage and the framerate within the profiler window.
The hardware window shows the capabilities of the hardware used by the user.
At the explorer window the user can access its Assets directory. The explorer will only show folders, .fbx, .png and .tga.
We created a user interface that can be accessed by creating UI components. First, to use the UI elements in a proper manner there must be a canvas which will be the parent of the elements created later. In this version of the engine the UI elements that can be used are:
- Button
- Image
- Checkbox
- Text
- Input Text
MIT License
Copyright (c) 2017 Guillem Sunyer Caldú and Simon Stoyanov Beltran
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.