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Parking3D

Parking3D is a simulation/game made from scratch in C++ and OpenGL.

demo

Most of the textures were downloaded from the internet. The SFX are from Half Life and FNaF.

Engine

Parking3D is written as a game engine.

It's built from "subsystems", each being a global variable available in the glo namespace. The subsystems can be #include-ed individually so as to reduce compile time in incremental builds.

  • The audio subsystem can play and loop sound effects.

  • The camera subsystem represents the abstract camera whose transformations are used in vertex processing.

  • The entity subsystem implements an array of sparse entities.

  • The event subsystem handles events which are implemented as flags.

  • The game subsystem handles higher level logical constructs specific for Parking3D

  • The input and window subsystems provide a facade to a subset of GLFW's API for keyboard and mouse input and handling windows.

  • The resource subsystem uses the resource manager. Resources are identified by their filename and are loaded on demand. At the moment, resources cannot be freed.

Graphics features

  • Multiple point lights and spotlights
  • Diffuse maps (textures)
  • Specular, emission and normal maps
  • Non-opaque objects
  • TV static effect
  • 2D HUD and minimal 2D animated textures
  • Alternative render targets