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The Unknown Etiam

CPU Based Game Engine

Description

Tasked by the University, we needed to create a 2D Game engine from scratch and generate a demo using this engine. We were given only an in-house library, made by the module leader that abstracted some of the functionality away from us:

  • Input
  • Access to the window pixel data by the user of pointers
  • Loading/Unloading sounds and plays them

The engine and demo include the following functionality:

  • UI system
  • Game Cycling
  • A* Pathfinding for NPC
  • Spell system
  • Level system with scaling stats
  • Alpha-blended for drawing calls
  • Collision detection
  • Loading of map from XML files
  • Custom Mouse Icon
  • Screen space culling - We only draw what we see

During the development of the engine and demo, I pushed my ability to create effective but efficient c++ code, and optimise it where possible. Also, some of the systems like the A* and UI system from scratch was very challenging as it was my first time implementing systems like this by myself, but it helped me to understand even further how engines work and help me develop my coding and problem-solving skills.

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