The entity, component system architecture enables the easy addition of components (behaviours) and systems (allocate and update components of a specific type in a cache friendly manner). Components can be attached to scene items to create more advanced scene elements and interactions. The engine supports the pluggable addition of systems and components. Systems and components can be defined within a shared library (aka “plugin”) which are then exported for loading into the engine and editor. The editor displays all loaded systems in the Systems tab and all loaded components can be attached to scene elements via the editor’s components panel. As with scene items the editor also reflects on system and component properties so they can be configured either manually (in the editor) or programmatically through script. Like scene elements, both system and component properties are serialised into the scene in a versionable format. Below is a short clip demonstrating the Physics plugin’s Physics System and the RigidBodyObjectComponent exported by the plugin.
Mesh connections enable the addition of paths between otherwise unreachable navigation mesh cells. This demo sees the creation of such a mesh to which connections (and obstacles) are added.
CMake supports test automation and optional uploading of test results to a dash board. CTest tests are added using the CTest add_test() macro. Enabling testing results in a RUN_TESTS project (in Visual Studio) being generated (or a tests target on Linux). The clip below shows this in action in the engine project. CTest generates a summary of the status, timing and result of each test. The next step is to use Jenkins to automate the checking-out, building and testing of the code when a commit is pushed to the git repo.
The engine and editor supports CSG courtesy of the CSG plugin. This short clip demonstrates using the “Union” operation to union together all static meshes in a scene from which a navigation mesh is then generated. The CSG plugin is actually 2 plugins, one that plugs into the editor adding the Union, Intersection and Difference tools and its engine counterpart plugin that plugs into the engine adding the implementation of the CSG functions.
A short clip demonstrating the engine’s support for terrain generated procedurally at runtime from coherent noise. The terrain is generated as a n x n tile grid with each tile being a user configurable number of world units in extent. The terrain is near infinite with the tiles being generated (and discarded) in parallel at runtime utilising all available machine cores as the viewpoint moves through the terrain / noise.
A short clip demonstrating engine support for obstacle avoidance.
A short clip that demonstrates scripting support. The engine can be scripted (via LUA) to dynamically create, modify and destroy scenes and scene elements in response to user events (i.e. key presses, active camera entering proximity sensors etc).
A short clip of the project running on Linux.
Short clip demonstrating billboard support. Terrain can be decorated with layers of foliage. Foliage can be texture mapped billboards. Again scene managed for faster rendering.
Pathfinding support added. Imported scenes can be converted into navigation meshes. Crowds of agents can then be added with an agent’s appearance based on an external scene.