SDK Name: CybyEngine DX10
Programming Language: C++
Release: none
Developer: Timm Lotter
Desciption: CybyEngine DX10 is a small 3D GameEngine with a DX10 Renderer. The goal was to learn how a 3D game engine works and shader display all the cool stuff in the modern games. The engine had about 10k lines code and got the following futures:
- GameApp (can be inherit and represent the entry point of the engine)
- DX10Renderer (the core of the engine and main purpose is the effective rendering of all stuff)
- SceneGraph (simple scene graph, where you can plug-in entities like meshes, terrain, camera…)
- PostProcessingManager (easy managment of post processing effects, currently supported ColorFilter, Monochrome and ColorInverse)
- CameraManager (managment of programmed and pre-defined cameras that can be pluged into the scene)
- LightManager (managment of all lights)
- EffectManager (managment of all effect, like Mesh and Terrain Shader)
- TextureManage (easy loading and managment of textures)
- MaterialManager (loading and managment of all materials like Diffuse-, Normal-, Specularmaps…)
- MeshManager (loading and managment of all meshes, currently is only my own mesh-format supported – see project 3ds Max Exporter)
- ObjectManager (creating and managment of on the fly created meshes like boxes and grid)
- TerrainManager (easy loading and managment of terrains)
- Font (easy rendering of fonts)
- SpriteManager (easy rendering of sprite like for a GUI)
- RenderWindow (creating of an render window)
- DirectInput (easy mouse and keyboard controlling)
- LogFile (logged informations and errors in files)
- Timer (all about timing like FPS, Counter and profiling)
The engine was able to handle multiple lights. I implemented some common shaders like parallax occlusion mapping, parallax offset mapping, terrain rendering with 4 detailed texture and alpha map layer …