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gkengine's Introduction

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OSX WIN
Build Status https://ci.appveyor.com/api/projects/status/32r7s2skrgm9ubva?svg=true

部署,编译等问题请先在wikiissue | question中查阅。

欢迎加入gkENGINE贡献者交流QQ群: 289525937


gkENGINE's runtime Quick Start

  1. 你需要安装git, cmake控制台环境, windows安装有visual studio, mac安装有xcode, 拥有良好的github网络访问环境
  2. 拉取submodule
git submodule update --init
  1. 构筑基础引擎环境
.\auto_make_env.bat (windows) | sh ./auto_make_env.sh (mac)
  1. 通过cmake,生成你本机的编译环境
.\auto_cmake.bat -win64(windows) | sh ./auto_cmake.sh --osx(mac) | sh ./auto_cmake.sh --ios(mac build for ios)
  1. 工程生成在build-win64/build_osx/build_ios下面

gkENGINE's editor Quick Start

  1. 你需要安装nodejs环境, 并已经构建runtime环境
  2. 进入引擎的editor目录, 运行npm install 或 cnpm install, 下载nodejs所需环境
  3. 运行npm run nconfig, 部署node-gyp,准备构建node api库
  4. 运行npm run nbuild, 构建node api库
  5. 运行npm start, 启动编辑器

gkENGINE的技术特性

渲染
  • 延迟光照 & 延迟着色管线
  • 准·基于物理的着色技术
  • shader条件编译系统
  • 现代后处理技术:HDR, SSAO, DOF, GODRAY, COLORGRADING
  • 多线程渲染:渲染提交在单独线程,与其他事务并行
  • 多渲染API:支持DX9,GL3,GLES2渲染api并灵活切换
  • 多LOD层级地形系统
  • TIME OF DAY:全天候环境参数插值
  • 内建的实时gpu profiler.
系统
  • 跨平台开发:底层基础库通过部分操作系统特例化,实现完全的平台无关开发
  • 多种操作系统支持: windows, macosx, ios, android
  • TASK和TASK分发系统:可将任何独立事务包装为TASK供分发器进行多线程执行
  • PAK文件系统:将文件进行lzma压缩打包,pak系统提供接管文件系统,做到无缝切换
  • gameobject系统:将对象抽象为gameobject,组合gameobjectlayer实现灵活的功能组装和扩展
  • 强大的profiler,提供对场景渲染量级,帧/步骤耗时,内存占用的精确统计和展示
物理&动画
  • 物理模块通过接口抽象,已剥离第三方组件。暂未自主开发实现
  • 骨骼动画模块通过接口抽象,已剥离第三方组件,后续提供自写实现
  • 内建trackbus动画模块,用于驱动各类gameobject,实现cutscene等功能
工具链
  • gmf模型格式:对obj进行二进制优化,拥有绝佳的加载速度及与obj文件互转的能力
  • gkMaxPort:插件与脚本结合的3dsmax工具包,可快速整理模型,处理纹理及材质,导出到引擎,直接测试
  • 资源编译器:针对多种运行平台,对纹理,材质,模型文件进行特定生成和处理
  • 各类辅助的事务处理脚本:方便进行打包,垃圾清理,设备部署,跨平台调试等工作
编辑器
  • 已废弃原有MFC实现编辑器,开始使用electron框架研究编辑器实现

gkENGINE截图

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gkengine's People

Contributors

gameknife avatar

Watchers

James Cloos avatar

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