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
- Rendering Engine
- Physics Engine
- Scene Management
- Input Handling
- Asset Management
- 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(); } } };