Aether3D Game Engine
Features
Platforms
- Windows (Visual Studio 2013, does not need deprecated DirectX SDK)
- Linux (Tested on Ubuntu)
- OS X
- iOS (7.0 and iPhone 5s, iPad Air or iPad mini Retina for OpenGL ES 3.0)
Rendering
- OpenGL 3.2, 4.3, ES 3.0 and D3D11
- Forward+ aka Tiled Forward shading using a compute shader.
- Physically-based lighting (Cook-Torrance shader included)
- Variance Shadow Mapping
- Bloom
- SSAO
- HDR
- Environment mapping
- Batching of 2D geometry
- Geometry instancing for depth and shadow passes.
- Render textures (2D and cube map)
- Directional, spot and point lights.
- Texture atlases
- Bitmap fonts (reads BMFont format)
Core
- Asset hot-reloading
- SIMD (SSE) math operations
- Scene graph for transform hierarchy
- Custom model format with converters included for FBX, Blender, .obj and COLLADA .dae
- Libraries used: SDL2, OpenAL, stb_image, stb_vorbis, PugiXML, DirectXTex
- Very few external dependencies
- Modern C++11 code
- Clean code, approaching zero warnings, statically analyzed.
Animation
- GPU skinning and animation
- Blend shape animation
Audio
- OpenAL-soft and stb_vorbis.
- Supported formats: .wav and .ogg.