3D voxelic engine
My work focused on the modeling of grass in real time, water and instantiated 3D objects.
Features :
- Using OpenGL / C++ / GLSL
- Working with shaders (vertex, tessellation control and evaluation, geometry and fragment shaders)
- Modelling grass as a particle with billboards
- Modelling water by modifying the geometry of a plane with the sine addition method
- Implementation of an ECS (Entity Component System) architecture
- Memory optimisation (instantiation on 3D objects, use of minimum textures/shaders and use of texture atlases)
- Use of a minimum of libraries (GLFW, glad, stb\_image, imgui, ASSIMP and glm)
There are other features (terrain, sound and physics) that have been implemented by three other people respectively that have not been presented here.