Design your own 3D image engine (1): Wuguiengine's opening words

Source: Internet
Author: User
Tags file system

Objective:

There has been a lot of time to study the knowledge of 3D games. Recently began to write their own 3D image engine-wuguiengine. The code also references a lot of information. From the engine function, not to be able to make the public accept, not to be able to become a large number of people to maintain the open source project (but the source code is open, but there is not much effort to manage a project). I'm just a simple project in the process of learning. At the same time, I also hope to be able to communicate with you in the process of writing, to share my experience with you, and I hope that you can give some suggestions for my study or project. The engine is not an easy-to-use engine, but it will also implement some of the technologies currently in vogue.

Choose Wuguiengine as the name of the engine is mainly for two reasons, the first is my nickname turtle why not call Tortoiseengine, I think Wugui look more interesting. Second, because the engine design is relatively simple, the speed of luck is certainly not fast, Like a turtle. I hope you will not laugh at this:-D

Characteristics of the engine:

The main contents of this engine are:

1 The complete scene management system (currently realizes the linear lookup, the simplest, after will implement an octree tree)

2 A set of scalable game Master Logic system (currently completed part of the implementation of a number of simple demo)

3 A set of not very complicated, but more convenient input system (currently completed part)

4 A scalable, relatively simple to use the shader system (currently completed part, I am ready to render the image as a whole shader way, discard the contents of the fixed pipeline)

5 A set of resources can be dynamically loaded resource management system (not yet implemented)

6 a set of convenient location files, read the file stream system and file system. (not yet implemented)

7 D3D the part of the class in the package to make it easier to use (currently implements some, such as mesh, texture, etc.)

8 The use of namespaces for code management, from the design point of view, and did not use the current very popular interface and the implementation of the separation of the practice, mainly I am relatively lazy (-_-)

9 No Design API abstraction layer, mainly this project is mainly learning, do not want to draw too much time in the abstract layer of this kind of code

The time the engine is ready to go:

From my personal plan (the second half is going to start looking for work), but a senior is also very quiet, I will probably spend a few months of free time on this, fill in the relative leisure time, and also to find a job to do some preparation.

Current progress of the engine:

Before the content of the time has mentioned some of the current progress, I mostly wrote in C #, C + + is only a little fur, from the beginning of August to study the planning, the current code in 3500 lines (count the line and note). The amount of code is not much, but it is also very convenient to understand the engine:-D

References: (current)

1 The engine of the XT classmate (this is not open source, do not elaborate)

2 Irrilicht engine, the main reference to a number of naming and structure of the Organization

3 <3d game engine design real-time computer graphics Application Method > This book is very good, speak more system, but English looks a little dizzy-_-

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