As of January 17th 2016, the engine consists of:
- GameObjects which exist in a tree structure
- Component-based Architecture
- A factory singleton
- Serialization
- Property reflection
- A message system
- Some Lua binding, which will be expanded later
- A Math library, including quaternions
- OpenGL Programmable Pipeline integration
- Meshes which use VAOs
- Shader Manager
- Blinn-Phong Lighting (in progress)
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