Development on Marbler has started with my 4th Semester at the Technical University Vienna. As part of the Course "Computergraphik", it was essential to create a game in C++ and OpenGL with at least two major effects implemented. The Game was split into an Engine and the Game itself. Development will continue after the lecture.
- Deferred Lighting
- Shadow Mapping
- Script - Engine (Squirrel)
- Complex Object Loading with Assimp
- PhysX
- GUI-System
The whole project needs restructuring, a lot of implementation aspects have to be rethought, since they were added on the fly, without much time for planning. Every aspect has to become more robust.
- In-Engine Lightmap Generation
- GPU - Particle Effects (Compute Shader and Transform Feedback Fallback)
- Subdivision Surfaces
- Water Meshes
- Basics (Normal-Mapping, Bump-Mapping, Reflection, Refraction)
- Transparency
- Procedural Textures
- Video Textures
- HDR - Rendering and Tone Mapping
- Cel - Shading
- Brush - Strokes
- Lighting - Forward+
- Better GUI-System
- Complex Mesh file import
- Persistent Asset Manager