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Marbler

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.

Features

  • Deferred Lighting
  • Shadow Mapping
  • Script - Engine (Squirrel)
  • Complex Object Loading with Assimp
  • PhysX
  • GUI-System

Todo

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.

Planned Effects

  • 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

About

Engine - Project in C++ and OpenGL, with small Game called Marbler

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