Quarantine Engine is videogame engine that I started to develop during the Covid quarantine in Spain. I started the project in March 2020 and until today, it’s currently being developed and improved.
The goal of this project is to continue improving my skills with 3D graphics APIs. It’s currently developed on OpenGL 4.2, although in early 2021 it’s being refactorize to Vulkan, where I will begin to research and develop with real time ray tracing.
GitHub: https://github.com/Trifido/QuarantineEngine
I hope you like it 🙂
Quarantine Engine technical characteristics:
- PBR Materials
- Forward & Deferred rendering
- Particles System
- Water System
- Shadow Mapping & Shadow Volumes
- Light Scattering
- Ray Marching & Ray Casting
- Instancing
- SSAO
- Bloom
- IBL
- Antialiasing
Lenguage, API’s & Libs:
- OpenGL 4.2
- GLSL
- C++ 2019
- ImGUI
- Assimp
- ReactPhysics3D
Screenshots:













References
Real-Time Rendering, www.realtimerendering.com
Learn OpenGL, https://learnopengl.com
Physically Based Rendering, www.pbrt.org
Foundations of Game Engine Development, https://foundationsofgameenginedev.com
Game Engine Architecture, www.gameenginebook.com
ReactPhysics3D, www.reactphysics3d.com
Assimp, www.assimp.org
ThinMatrix, www.youtube.com/channel/UCUkRj4qoT1bsWpE_C8lZYoQ