|
Although developed
primarily over the course of six months, I have
continued to add new features and refactor
outdated code in my rendering engine as
necessary.
One of the goals
of the software development program at the
Guildhall at SMU is to have each programmer
develop his own game engine by the time he
graduates. My engine was built piece-by-piece as assignments required new
features. As such, it was not always
obvious
what aspects of the engine would present problems
later, so it was important to keep my code as
lightweight and flexible as possible to avoid
having to do large amounts of refactoring in the
future.
The Chaos Core
Engine is built around a dual-API renderer,
developed to perform synonymously in either
Direct3D or OpenGL modes. It features
optimized vector and matrix classes, resource
managers for textures, particles, and sound
effects, and support for HLSL vertex and pixel
shaders and GL assembly shader programs. |