OpenGG engine is a world class 3D engine designed for optimal efficiancy and performance. Because of this, we have decided to use Java as a language of choice. This engine technical achievements are unparrelled and are best expierianced if viewed in 1970. We are already are better than Bethasda's GameByro and creation engines in terms of performance. Our framerates are comparable to the Witcher 2 on ubersampling mode.
OpenGG features the following.
Feature | Description |
---|---|
World Editor | Supports Component Editing. |
Networking | Supports component serialization and deserialization. |
Post Processing | Supports effects such as bloom and FXAA. |
Lighting | Supports multiple light phong lighting and shadow mapping. |
Skybox | Supports cube map skyboxes. |
VR | Supports VR with OpenVR bindings. |
Input | Supports mouse and keyboard input |
Trigger System | Programmable event system |
Model Loader | Uses Assimp as a base. Supports animation loading and conversion to a binary intermediate format. |
One year ago OBJLoader2 was released to the world in all its glory and forever changed the the way people designed model loaders. With innovative methods like FastInt and unique uses of interfaces, this loader was really in a tier by itself. While originally shunned by disgruntled developers like javster101 who said quotes like "What is IMTLLimitingScanner" and "How the hell ddo you not know how to use the thing you commited", OBJLoader2 is now viewed as the forefather of OpenGG model loading and ushered the additions of DrawnObjectGroup and MatDrawnObject. So on this day we celebrate the "commitment" of the developers who work on Opengg and the damn pull problems that happened on this fine day.
Netbeans, OpenGGTest, entities, OBJLoader2, OBJLoader 1, OBJLoader 3, GlobalUtil, GlobalInfo, Universal Model Loader, Frankenshader, Matrix4f.getBuffer bug, c:/res, c:/lib, Ethan Mak
Entities