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Tiny game written in C++ using OpenGL

I'm building this game to learn game development in C++ sticking to best practices as I come to understand them. I'm not quite sure what the game might look like yet, as I'm constantly implementing new features based on current interests. I outline the scope of this project below:

Roadmap

  • Project setup (CMake, GLFW, GLAD)
  • First person controller
  • Dear ImGUI
  • Lighting
    • Blinn-Phong lighting model
    • Dynamic amount of lights (using UBO)
    • Spot, point, directional
  • Refactor the renderer to become more generic (Introduce Mesh class)
  • Scene graph & scene nodes
  • Instanced rendering
  • Render pass abstraction
  • Shadow mapping
  • Materials
  • Update FrameBuffer to support multiple attachments
  • Integrate Assimp mesh and material loading
  • Basic post processing (Screen quad)
  • Profiler
  • Window & Framebuffer rezising
  • Refactor lights
  • Cascaded shadow maps
  • Change debug to editor
  • ECS
  • ImGUI Gimbal controls
  • Display frametime (CPU)
  • Mip chain bloom
  • Split architecture into engine and game
  • Layer architecture (Or scene stack?)
  • SSAO
  • Debug view (Wireframe, per instance coloring)
  • Integrate Bullet Physics (Pull and throw objects)
  • Audio using miniaudio
  • UI using RmlUi
  • Improve event system referencing (this)
  • Simple particle system OR grass rendering
  • Rendering a heightmap from a texture
  • Skeletal animation and GPU skinning

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