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Simple OpenGL Sandbox

Home Page: https://twitter.com/MichaelAdaixo

License: MIT License

C++ 75.50% C 21.74% GLSL 2.76%
modern-opengl opengl sdl2 stb-image nlohmann-json imgui cpp

opengl-sandbox's Introduction

Modern OpenGL Sandbox

This is a simple sandbox that I've built upon reading a few different tutorials. It's purpose is purely educational. I research topics I find interesting and implement them here. These topics range from general game development best practices, data structure optimization, serialization, multi-threading, custom game-loops, rendering techniques, and any other I find interesting.

Do not expect optimized or neatly structured code here. I focus first on functional implementation, then making it efficient. The later becomes less important when my curiosity leads me to a new topic.


Images


Things Implemented

  • Modern OpenGL rendering pipeline
  • Deferred Rendering, Render to Texture, Shadow Mapping, Image based Lighting, Point/Directional Lights, Reflection Cubemaps...
  • Post Processing: Bloom, SSAO
  • Asynchronous texture loading across multiple threads ( producer / consumer )
  • ImGUI Integration
  • LivePP Integration ( Trial over now )
  • Quadtree / Octrees Implementation
  • Frustum Culling ( with and without Octrees )
  • Simple Settings Serialization
  • Simple Editor Inspector ( Transform )
  • Material Definition and Serialization
  • Assimp Model/Material Loading

Things Planned, Started or Unfinished

  • Scene Graph
  • Material Definitions, Async Loading
  • Occlusion and Portal Culling
  • Simple Profiler ( w/ ImGUI Display )
  • Entity Components and Serialization
  • Water caustics
  • Others stuff I'll remember later
  • Asset Browser ( Data Folder )

Dependencies

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