Deickar / Engine

**Important: This project is no longer being developed. I have begun work on a new version, not yet on Github** Description: DirectX11 / C++ videogame "Engine" made by me, Carl "Lemmi" Engström. Originally started out as a Bachelor's Degree project together with my friend Felix Nawrin Oxing, with the focus on procedurally generated terrain and deferred rendering.

Home Page:http://www.youtube.com/user/Lemmitbh/videos

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Engine

DirectX11 / C++ videogame "Engine" made by me, Carl "Lemmi" Engström. Originally started out as a Bachelor's Degree project together with my friend Felix Nawrin Oxing, with the focus on procedurally generated terrain and deferred rendering.


IMPORTANT:

This project has really only been tested on Windows 7 64-bit with an nvidia card. I know for a fact that it runs worse on my laptop with an ATI 5650; for some reason there's loads of z-fighting and texture filtering is all messed up.

For a real installer to the project, here's the newest (last updated March 24, 2014): ftp://lemminas.dlinkddns.com/Public/LemmiInstaller.msi

It should work fine, as long as your x86 vc++ 2010 redist is up to date: (http://www.microsoft.com/en-us/download/details.aspx?id=5555)

and your directx redist is up to date: http://www.microsoft.com/en-us/download/details.aspx?id=8109

If you want to download the project as a zip and compile it and have several versions of visual studio, you need to start the solution file with a specific version of VS, as opposed to the VS version selector. Else it somehow can't decide which one to pick and just doesn't start.


Here are the controls for this project. They are probably prone to change and I probably won't update this readme every time, but here goes:

  • Escape to return to main menu/exit (if you want to exit just press ESC a few times)

  • Arrow keys OR mouse to look around.

  • W-A-S-D to move forward, left, backward and right respectively.

  • Space to move upward.

  • C to move downward.

  • Hold left shift to move faster.

  • Hold left control to move slower.

  • T to toggle noclip

  • Q to toggle drawing debug info.

  • E to toggle wireframe rendering

  • G to reload settings in realtime. Change something in settings.cfg and see for yourself.

  • N to generate a new world.

  • R and F to move point lights up and down.

  • 1 to speed up the day/night cycle.

  • 2 to toggle material drawing mode.

  • 3 and 4 are supposed to change fog draw distance but is currently not supported...

  • 5 to toggle drawing of point lights

  • 6 to toggle SSAO drawing mode. (Default is with SSAO enabled, next is the scene without any SSAO, and the last is the scene with only SSAO applied).


  • F1-F9 to change what type of terrain you want to generate next.

  • F1: TypesSeaBottom.

  • F2: TypePlains.

  • F3: TypeHills.

  • F4: TypeTerraces.

  • F5: TypeDramaticHills.

  • F6: TypeFlyingIslands.

  • F7: TypeAlien.

  • F8: TypeFancy.

  • F9: TypeCave.


About

**Important: This project is no longer being developed. I have begun work on a new version, not yet on Github** Description: DirectX11 / C++ videogame "Engine" made by me, Carl "Lemmi" Engström. Originally started out as a Bachelor's Degree project together with my friend Felix Nawrin Oxing, with the focus on procedurally generated terrain and deferred rendering.

http://www.youtube.com/user/Lemmitbh/videos


Languages

Language:C++ 83.7%Language:C 14.2%Language:CMake 0.6%Language:Objective-C 0.5%Language:HLSL 0.4%Language:Makefile 0.3%Language:GLSL 0.2%Language:Lua 0.1%Language:PostScript 0.0%