Chrono Stasis Engine

3D Game Engine

Project information

  • Role: Engine Programmer
  • Team Size: 2 members
  • Duration: Sep 2019 - January 2020
  • Project URL: Chrono Stasis Engine

Project Description


Chrono Stasis Engine is a 3D Engine produced in Game Engines subject from my bachelor degree with my colleague Carlos and lasted nearly 4 months.

The Engine was made with C++ and using mainly OpenGL to rendering geometry via Vertex Buffer and programmable Shader pipeline and many other dependencies as ImGui for the GUI Editor, Assimp, DevIL, and so forth.

Chrono Stasis Engine is featured with geometry data loading (vertex, texture coords, normals), material info (texture channels), FBX loading to own fast format, transformation tree, Unity-like Component Entity System, Bounding Boxes for each primitive, octree Optimalization, frustum culling, scene serialization, resource management and so many other interesting stuff.

At the end of the subject we developed a Particle System as modular High-Level System of our Engine featured with transparencies, billboarding, emmitter, particle serialization and a deep particle editor configuration!

Tech Demo:



Click to see in more detail the Chrono Stasis Engine and its Particle System!

Contributions


  • Render Pipeline
  • Real-time multiple views scene rendering
  • Visualization Z-Buffer
  • Object Bounding Box
  • Mouse Picking
  • Component Camera
  • Component Mesh
  • Frustum Culling
  • Octree
  • Guizmos: ImGuizmo
  • Game Mode Time Managament - Start / Pause / Step based on dt modifier -
  • Component Particle System:
    • Particle System structure
    • Particle Emmiter
      • Logic
      • Cone
      • Cube
      • Sphere
    • Particle
      • Logic
      • Interpolation
        • Color
        • Acceleration
        • Size
      • Moviment
    • Particle Burst
    • Particle Emmiter and Particle Editor Configurations