~vladh/peony

0307b3dc5b8ed5a0e0aa259e54726fe6406836c6 — Vlad-Stefan Harbuz 2 years ago 66dcbf2
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1 files changed, 22 insertions(+), 8 deletions(-)

M README.md
M README.md => README.md +22 -8
@@ 7,13 7,26 @@ in progress.

## Why build a 3D game engine from scratch?

I've been in love with the technology behind video games my entire life. As a kid, it was incomprehensible to me how anyone could build something like Pokémon Blue, let alone Half-Life 2. Despite that, I'd never built anything resembling a game engine myself.

That's why in 2020, I decided to build my own 3D game engine from scratch in C++. My objective is to create something that, while being an indie engine, has many features that you would find in production game engines, such as nice lighting and shadows, basic physics and collision, water and atmospheric effects and so on.

Aside from furthering my own education, I have two aims in building Peony. First of all, I'd like to see how compelling of a player experience can be created with a relatively minimal amount of code and small budget. To this end, I am aiming to eventually build a game using this engine. Secondly, there is a dearth of practical game engine development resources on the internet, and I hope to make a small contribution to this community by publishing Peony's source code.

After a little over a year of working on this engine, I've found the “from scratch” approach even more fun and rewarding than I could have hoped. Aside from a couple of dependencies such as GLFW and Freetype (and the soon-to-be-removed assimp), I've created all features of this engine myself, with no dependencies.
I've been in love with the technology behind video games my entire life. As a kid, it was
incomprehensible to me how anyone could build something like Pokémon Blue, let alone
Half-Life 2. Despite that, I'd never built anything resembling a game engine myself.

That's why in 2020, I decided to build my own 3D game engine from scratch in C++. My
objective is to create something that, while being an indie engine, has many features
that you would find in production game engines, such as nice lighting and shadows, basic
physics and collision, water and atmospheric effects and so on.

Aside from furthering my own education, I have two aims in building Peony. First of all,
I'd like to see how compelling of a player experience can be created with a relatively
minimal amount of code and small budget. To this end, I am aiming to eventually build a
game using this engine. Secondly, there is a dearth of practical game engine development
resources on the internet, and I hope to make a small contribution to this community by
publishing Peony's source code.

After a little over a year of working on this engine, I've found the “from scratch”
approach even more fun and rewarding than I could have hoped. Aside from a couple of
dependencies such as GLFW and Freetype (and the soon-to-be-removed assimp), I've created
all features of this engine myself, with no dependencies.

## A list of features



@@ 38,7 51,8 @@ Here's a quick summary of some of the features I've built so far:

## Roadmap

Here are some features that I'm currently working on or planning to add soon, in order of descending priority:
Here are some features that I'm currently working on or planning to add soon, in order of
descending priority:

* Simple rigidbody physics
* Cascading shadow maps