Author - @jwrmg | GitHub | Discord
- Started on 9th of March 2022
- Last Update on 4th of May 2022
To be written.
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To be written.
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To be written.
Simple inherit from Engine::Application and override the selection of virtual functions avaliable.
class DemoApplication :
public Application
{
public:
// replacement for constructor.
void OnCreated() override;
// boots all engine modules
void OnBoot() override;
// called when the engine begins to intialize.
void OnEngineInit() override;
// called prior to the first frame.
void OnAwake() override;
// replacement for destructor.
void OnDisposed() override;
};
Eclipse Engine has been designed to be modular to its very core. So creating an application is different to most other engines you will find out there. To create an Application using Eclipse you will need add a list of modules to the engine. You can achieve this as follows. Please see Native Modules for a list of natively supported engine modules.
int main()
{
// Create an instance of DemoApplication with the specified settings.
Application::Create<DemoApplication>(settings);
// Use a variadic function to add a list of module types.
Application::Initialize<Debug::DebugModule, Graphics::GraphicsModule, Gui::GuiModule>(Application::Instance);
// Run the Application.
Application::Run();
}
- DebugModule <- under the debug namespace.
- GraphicsModule <- under the graphics namespace.
- WindowModule <- under the engine namespace.
- GuiModule <- under the gui namespace.
- ChatModulew <- under the chat namespace.
- NetworkModule <- under the networking namespace.
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- Core Engine
- ECS Container
- Time
- Object
- ResourceManager
- System
- Transform
- Event
- Function Wrapper
- API
- APILoader
- BaseModel
- ESingle (Singleton Pattern)
- Engine Module
- Graphics
- Model Loading
- Texture Loading
- Shader Loading
- Phong Model Lighting
- Networking
- Basic Client
- Basic Server
- Networking Bus
- Eclipse Packet
- Packet Handling
- Debugging
- Error Logging
- Debug Logging
- Logging
- Assertions
- Core Engine
-
- Core Engine *
- Graphics
- Shadow mapping
- Texture Maps (normal, diffuse, specular)
- Raytracing.
- GLSL shaders.
- Particles
- Rigged Animations
- 2D Stuff
- Networking
- Packet compressing
- Packet batching
- Dead Reckoning
- Authentication
- Packet Encrypting
- Encryption
- RSA Encryption & Decryption
- Prime Number Generation & Verification
- Debugging
- Chat
- Chat Interface
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To be written.
To be written.
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To be written.
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To be written.
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To be written.
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To be written.
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To be written.
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To be written.