Develop a 3D Game Engine in C++ with Free Codes

Intro – Game Engine

A 3D Game Engine is a Complex software framework designed for the creation and development of 3D video games. Building a 3D Game engine in C++ involves a multitude of components including rendering, physics simulation, input handling, and scene management.

Key Component of 3D Game Engine

  1. Rendering Engine
  2. Physics Engine
  3. Scene Management
  4. Input Handling
  5. Asset Management
  6. Game Loop

Project Codes

Here’s a high-level outline of a basic 3D Game Engine in C++:

Initialization

#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>

// Initialize GLFW and create a window
GLFWwindow* initWindow(int width, int height, const char* title) {
    if (!glfwInit()) {
        std::cerr << "Failed to initialize GLFW\n";
        return nullptr;
    }
    GLFWwindow* window = glfwCreateWindow(width, height, title, nullptr, nullptr);
    if (!window) {
        std::cerr << "Failed to create GLFW window\n";
        glfwTerminate();
        return nullptr;
    }
    glfwMakeContextCurrent(window);
    return window;
}

Game Loop

void gameLoop(GLFWwindow* window) {
    while (!glfwWindowShouldClose(window)) {
        // Input handling
        if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
            glfwSetWindowShouldClose(window, true);

        // Update game state
        // update();

        // Render
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        // render();

        glfwSwapBuffers(window);
        glfwPollEvents();
    }
}

Rendering Pipeline

// Load shaders, models, and textures
void loadAssets() {
    // Load shaders
    // GLuint shaderProgram = loadShaders("vertex_shader.glsl", "fragment_shader.glsl");

    // Load models and textures
    // Model model = loadModel("path/to/model.obj");
}

void render() {
    // Use shader program
    // glUseProgram(shaderProgram);

    // Set up camera
    // setCamera();

    // Render objects
    // for (const auto& obj : objects) {
    //     obj.render();
    // }
}

Physics Simulation

void update() {
    // Update physics simulation
    // physicsEngine.update();

    // Check collisions
    // for (auto& obj : objects) {
    //     if (checkCollision(player, obj)) {
    //         handleCollision(player, obj);
    //     }
    // }
}

Scene Management

// Scene graph or spatial partitioning implementation
class SceneNode {
public:
    std::vector<SceneNode*> children;
    // Transform, bounding volume, and other properties

    void addChild(SceneNode* child) {
        children.push_back(child);
    }

    void update() {
        // Update this node
        // ...

        // Update children
        for (auto* child : children) {
            child->update();
        }
    }

    void render() {
        // Render this node
        // ...

        // Render children
        for (auto* child : children) {
            child->render();
        }
    }
};

3D Game Engine in C++ Language

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