A 3D game engine, made in Java using LWJGL.
- Component system
- Forward rendering
- Lighting
- Normal maps
- Displacement maps
- Model loader
- Automatic resource management
- Anti-Aliasing
- Shadow mapping
- Mipmaps
- Skyboxes
- Custom Cursors
- Physically Based Rendering
- Support for different types of models
- Profiling system
- Physics
When you create your game, you can fill a scene with objects. The objects are just a point in space with components. Components make up for all the game logic.
The engine uses a forward rendering system, Physically Based Rendering is on the Planned features list.
The engine supports ambient lighting, as well as directional lights, point lights and spot lights.
The engine has the ability to load 3D models. Currently only .obj is supported. Other filetypes are on the Planned features list.
The engine automatically manages resources that have been loaded. Whenever you create a texture or mesh it automatically checks if it has been loaded before. It also automatically frees any memory allocated to the object when the last reference to the file has been removed.
Currently the engine supports multisample anti-aliasing.
The engine makes use of variance shadow mapping, this feature is still under development.
There is support for texture mipmapping.
There is support for custom cubemap skyboxes.
You can use any of the system-default cursors, or specify your own image.