NULL_Engine

Videogame Engine developed in C++ that uses libraries such as OpenGL and imGui among others.


Project maintained by BarcinoLechiguino Hosted on GitHub Pages — Theme by mattgraham

What is NULL Engine?


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NULL Engine is a basic 3D Graphics Engine for game development. It has been developed by a single Bachelor’s degree in Video Game Design and Development student at UPC CITM Tech Talent Center in Barcelona for the Game Engines Subject.

NULL Engine has been coded from scratch in C and C++ along with the following libraries:



The Developer: Ángel González

The Developer: Ángel González



Core Sub-Systems

File Importer

This system is in charge of importing any asset file into the Engine as well as Saving the asset files data into different custom file formats, which will be Loaded later on when required.

The File Importer, as mentioned above, is separated in two sub-systems:


Game Objects & Components

Game Objects are entities structured after the Entity Component Structure (ECS).

Game Objects can be assigned the following components:


Resource Manager

The Resource Manager is the system in charge of managing all the resources that the engine has access to. This system also manages the resources that the different Game Objects (and their components) that exist within any given scene are using.

Resources are Data Structures that are used for storing the data from the different elements that are employed by the Engine. (Ex: .PNG image –> Texture Resource).

This system generates .meta files for each Asset File with references to the resources they are using. Moreover, when dragging an file that is already imported into the scene, the system will load the file through the custom file formats instead than through the asset file itself.

Last but not least, the Resource Manager keeps constantly in check that no resource that is already loaded in memory is loaded again.


Engine GUI

The Engine features an Editor through which many of the Engine’s facilities can be tweaked and modified.

Some of the aforementioned facilities are:

The Engine’s GUI has been implemented with the help of the Dear ImGui Library.



Skeletal Animation Sub-System

NULL Engine features a Skeletal Animation System that allows to import any animation, segment it into clips and execute them either in Editor Mode (preview display) or Game Mode (In-Game Execution).

Importing Animations

To import any animation the following process needs to be followed:

  1. Drop the animation’s .FBX or .OBJ file in the Assets Folder (“Assets/”).
  2. Run the engine and wait until the file has been imported.
  3. Once in the Engine, access the location of the animation’s file through the Project Panel.
  4. Once the file is found, just drag and drop the file into the scene while in Editor Mode.

Disclaimer: This process can be applied to importing ANY file.


Managing Animations Through the Editor

Once the animation has been loaded into scene, an Animator Component should have been created in the parent Game Object of the Model (first Game Object in the Model’s Hierarchy). The Animator will have already loaded all of the animations that the Asset File contained.

This component is composed by:


Executing Animations

Editor Controls

As mentioned above in the Settings & Controls sub-section, clip execution controls can be found in the Animator Component’s Settings & Controls Tab.


In-Game Controls

If an appropiate trigger has been set in code, then just enter Game Mode by pressing the “Play” button at the top left corner of the Application’s window and trigger the animation to happen.


Animator Component & Creating Clips Demonstration

Animator Component: Animator Component GIF

Clip Manager: Clip Manager GIF


In-Game Triggers Demonstration

In-Game Triggers GIF



Authoring Scenes with NULL Engine



Engine Controls

Camera Controls

MOUSE

KEYBOARD

Serialization Controls

Shortcuts





License

MIT License

Copyright (c) 2021 [Angel Gonzalez T.]

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the “Software”), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.