Quarantine Engine

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:

Bloom & Shadow Mapping
Parallax Mapping, Bloom & Shadow Mapping
Refraction & Cube mapping
Water edit tool
Calm Waters
Model, Light & Camera edit tools
Geometry Shader (Debug Normals)
Model selection tool
Physically Based Rendering (PBR)
Physically Based Rendering & Image Based Lighting (PBR & IBL)
Light Scattering & Shadow Volumes
Particle System Editor
Screen Space Ambient Oclussion (SSAO)

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

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