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Lightweight 3D C++ OpenGL engine, with physics powered by XPBD

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BarthPaleologue/feather

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Feather

Feather is a small OpenGL engine written in C++ developed for fun and learning purposes. The API is loosely inspired by BabylonJS.

HXPBD

Features

General

  • Blinn-Phong shading
  • PBR shading
  • Normal mapping
  • Shadow Mapping
  • CPU mouse picking
  • Post-processing effects
  • Compute shaders
  • Raw .obj file loading
  • Up to 128 point lights by default
  • ImGui integration

Physics

The entire code for the physics engine is available in the core/physics directory. It is based on the Position-Based Dynamics (PBD) method, and includes the following features:

  • XPBD soft body simulation
  • HPBD multigrid solver for XPBD
  • Distance constraints
  • Fast and Dihedral bending constraints
  • Tetrahedral volume constraints
  • Global volume constraints
  • Collision constraints with friction
  • Collision LoD using HPBD
  • Constraints and bounding boxes helpers

A detailed report is available in the root directory of the project.

Main controls

  • Mouse drag: Rotate the camera
  • Ctrl + Mouse drag: Pan the camera
  • Mouse wheel: Zoom in/out
  • Shift + Mouse drag: lock rotation to pick an object

How to build

Dependencies

Feather uses GLFW3 for window management and input, as well as GLM for math operations.

They can be installed on any Debian-based system using the following command:

sudo apt install libglfw3-dev libglm-dev

CMake

Feather uses CMake as its build system. To build the project, you can use the following commands:

mkdir build
cd build
cmake ..
make

Many Point Lights

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Lightweight 3D C++ OpenGL engine, with physics powered by XPBD

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