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LkEngine

Game Engine written in C++20

LkEngine Development

Development progress.

The content is listed in a format of one yar at a time.



2024

January (2024)

January 1

The current look of the engine, lots to polish.

Once again thanks to Atilla for his handsome face. I need to add new images for the Create Menu (what I call it for now) but Atilla’s beauty will do for now.

January 28

Some 3D rendering. The Translate and Rotate gizmo modes can be seen as well.


February (2024)

February 15

Last couple of weeks has mostly been work on assets and asset loading.
Some nice improvements can be seen though, especially with the new environment cubemap.

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### February 4

Faulty renderered mesh because of a misaligned vertexbuffer and shader layout


--- # 2023 ## December (2023) ### December 4 It has been a while since I last posted some progress.
What's new is that I've added functionality to pass textures to draw calls for 2D rendering which can be seen in the images below :smile:.
(sincere thanks to Atilla for being my debugging texture)


The different rendered entities can all be interacted with, the selected entity menu is shown to the right



--- ## November (2023) ### November 1

Rendering a grid, will eventually expand to be used as a base for creating 2D games such as Super Mario


## October (2023) ### October 16

Rendering multiple rectangles that can be adjusted indivually thanks to the entity component system. The entity entries can be seen on the right sidebar.


### October 20

Rendered entities that consist of mesh, sprite and transform components. The UI has been improved.


### October 29

Rendering lines and quads using the new 2D renderer


Got a base UI layout going with two rectangles that can be moved and have their colors changed.


---
# LukkelEngine (Old) ## March 2023 ### March 19 Improved the UI, added constraints and updated the event handling. I was in dire need to use an event system as the world physics cant really function without it.

The cyan cube has a pivot constraint that can be added and removed with the UI (constraints menu to the left)

Colliding objects are set to the color black whenever a valid detection takes place


### March 12

Selected object with raycasting after clicking left mouse button

Changed color of selected object

View of the platform

--- ## February, 2023 ### February 26

Scene overview with a cube


The same cube but from a closer distance


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