G_Rand is a tiny portable OpenGL based engine with minimal dependency at execution. G_Rand is using OpenGL for now for rendering but it is written with Vulkan in mind (openGL will be dropped when Vulkan will be released). This engine is purely public which imply:
* you can download it modity it as you want without any obligation
(you don't even need to ask me to copy it)
* I will accept most of pull request
* this engine will be free for all and forever
* this engine do not include any library that imply restrictive licence
what does G_Rand support now:
* easy mesh loading with assimp with element buffer and normals
* easy glsl sader architecture
* thead separated rendering
* simple direct phong shading
* remote-style transformation (see controller class example)
* easy display configuration
* easy/casi-invisible Uniform values
* textures (using DevIL)
what does still not work properly:
* a lot of features in the mesh are ignored
* light are static to the shader for now (for test purpuse)
what is planed soon:
* minimalistic input management
* framebuffer rendering
* multipass shader
* dynamic lights
what I like to implement but not sure if I will have time (I will be very happy to see pull request about that):
* animation system with interpolation
* BVH support
* mesh deform
* GPU sprites particle
* Vectorfield for GPU sprite particle
what I would like to add but I have no idea how it work yet (if you know how it work I will be happy to ear your explanation):
* SSAO
* Volume light propagation
* physically based shading model
* diffraction/relfection (using volume capture ?)
I know this is still a few features, if you want to add one just say me (pull request, issue...) =)
you can talk to me directly using twitter-> @newincpp