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cubewar's Introduction

cubewar

Experiments in getting a video game up and running in OpenGL.

  • Fixed update time slicing.
  • Bullet Physics integration with basic player controller and triangle mesh collision.
  • Parent-Child scene hierarchy system supporting linear interpolation between fixed update time deltas.
  • Deferred rendering pipeline capable of rendering shadow maps.
  • Runtime-generated shader code & material/mesh identification during fragment shader.
  • Extremely fast voxel terrain mostly generated via geometry shader. scrapped
  • Excellent performance even on potatoes.

A first-person shooter.

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cubewar's People

Contributors

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