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Hork-Engine/Hork-Source: 3D Game Engine

原作者: [db:作者] 来自: 网络 收藏 邀请

开源软件名称:

Hork-Engine/Hork-Source

开源软件地址:

https://github.com/Hork-Engine/Hork-Source

开源编程语言:

C++ 50.7%

开源软件介绍:

Hork Engine

Game engine

Developed for Quake-style 3D games, but it is possible to create games of other genres.

Join the Discord server

A bit of history

The beginning was laid a long time ago, the development of the latest version of the engine started from scratch in the fall of 2018. Before that, there were other versions that were not very successful.

Fun fact

One of the engine versions was called Unity and was developed in 2002. It was a clone of Quake 3 Arena (only level renderer). At that time, I was inspired by Carmack's code, the sources of Quake1 and Doom2 were already available.

Features

Technical information

  • C++
  • Windows7+, Linux
  • 64 bit only
  • SSE2

Actor-Component based world architecture

  • Reflection
  • Garbage collector
  • World consist of Actors, Actors consist of Components, Components share resources.

Different geometry types

  • Static Mesh
  • Procedural Mesh
  • Skinned Mesh
  • Surface

Animation

  • Procedural via ProceduralMesh
  • Skinned via SkinnedMesh and animation controllers
  • Component

Dynamic and static lighting with shadows

  • Directional Light
  • Point Light
  • Spot Light
  • Diffuse per-pixel lightmaps
  • Diffuse per-vertex light
  • Dynamic per-pixel lighting
  • Cascaded shadow maps (PSSM+PCF)
  • Photometric profiles

Material system

  • Material graph with automatic shader generation
  • Material instancing
  • Different material types: HUD; Unlit; Base Light (non-physically based); PBR (physically based).
  • Parallax mapping
  • Tessellation Flat/PN with displacement mapping

Forward+ clustered renderer based on OpenGL4.5 core

  • Modern Framegraph architecture
  • Depth pre-pass
  • Wireframe and normals renderer
  • Debug renderer (points, lines, polygons)
  • Batching
  • sRGB
  • Premultiplied alpha
  • Virtual texturing

Postprocess effects

  • Bloom
  • Dynamic exposure
  • Tonemapping
  • Color grading (LUT, procedural)
  • Vegnette
  • FXAA
  • HBAO
  • SSLR
  • Motion Blur (per-object, per-bone)

Advanced culling system

  • Frustum Culling
  • Portal Culling
  • Potentially Visible Set
  • BSP

Asset importing and resource management

  • 3D modelling formats (GLTF, LWO)
  • Different image formats (PNG, PSD, PNM, PIC, JPG, BMP, TGA, HDR, EXR)
  • Fonts (TTF)
  • Photometric profiles (IES)

Audio

  • Decoders ogg, flac, mp3, wav
  • Streaming support
  • 2D and 3D / HRTF
  • Unlimited audio sources

Fast scene raycasting

  • Used speedup structures such as BSP, BVH, Portals

Physics

  • Powered by BulletPhysics engine
  • Different collision shapes such as: Sphere. Box. Cylinder. Capsule. Convex. Triangle Soup
  • Physics raycasting, sphere casting, convex casting
  • Dynamic bodies simmulation
  • Kinematic bodies
  • Soft bodies (experimental)
  • Triggers
  • Convex decomposition

Input system

  • Devices Mouse, Keyboard, Joystick/Gamepad
  • Axes mapping
  • Actions mapping

2D

  • Widget system GUI
  • Canvas (low level 2D rendering api)
  • Materials
  • Blending

AI

  • Tiled navigation mesh for path finding

Misc

  • Powerful memory allocation system
  • Classic console with commands and variables
  • Multiple players
  • Multiple viewports with blending
  • Multiple worlds and levels
  • World pausing without additional user extra-code
  • Documentation in doxygen format
  • MIT license

Used third-party libraries

  • angelscript (zlib license)
  • bullet (zlib license)
  • cgltf (MIT license)
  • clipper (Boost Software License 1.0)
  • fastlz (MIT license)
  • fmt (MIT license)
  • glew (Modified BSD License, the Mesa 3-D License (MIT) and the Khronos License (MIT))
  • glutess (SGI FREE SOFTWARE LICENSE B Ver 2.0)
  • iesna (public domain)
  • imgui (MIT License)
  • lwo2 (public domain?)
  • miniaudio (public domain or MIT-0)
  • miniz (public domain)
  • mufft (MIT license)
  • recastnavigation (zlib License)
  • sdl2 (zlib license)
  • stb (public domain)
  • tinyexr (BSD 3-Clause)
  • vhacd (BSD 3-Clause)

Some architectural solutions

  • STL-less.
  • Not using exceptions.
  • Code style C with classes.
  • Minimum use of third-party libraries.

Planned features

  • Particle System
  • Global Illumination
  • Toksvig
  • Decals
  • Area lights
  • Directional lightmaps (radiocity?)
  • Built-in lightmapper
  • LODs
  • Terrain
  • Water
  • Vegetation
  • Imposters
  • Subsurface scattering
  • Postprocess materials
  • Postprocess techinques: DOF, Air distortion
  • More parallel computations
  • SDF fonts
  • Lens flares, godrays
  • Network, steam integration
  • Antialiasing (MSAA, TXAA)
  • Multisampling for debug renderer
  • Text and icons for debug renderer
  • Occlusion culling imprevements: Software Occlusion Culling, HiZ, or someting like this
  • Navmesh: dynamic obstacles, areas, area connections, crowd
  • Audio: effects
  • Physics: soft body, constraints, ragdoll, character controller
  • Material graph editor

Contributing

Contributions are very welcome.

Airplane minigame demo

Airplane minigame

Support

Become a patron!




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