SheeeshEngine


Project maintained by Urii98 Hosted on GitHub Pages — Theme by mattgraham

SheeeeshEngine

SheeeshEngine stands as a video game engine conceived by Oriol Martin and Xiao Shan Costajussa, both students from CITM at Universitat Politècnica de Catalunya (UPC).

The project aims to construct a game engine that is both user-friendly and well-optimized, tailored for the “VideoGame Engines” course in the 3rd year of our academic journey. In the short term, our plan is to implement essential features typical of a game engine, including tasks such as loading models and functioning within a 3D environment. Notably, we have also successfully incorporated an audio sub-system into the engine.

Team Members:

Xiao Shan Costajussa Bellver

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Xiao Shan Costajussa is one of the team members, he worked on display options, bounding boxes, mouse picking, frustrum culling, game objects logic, drag and drop and camera settings . We mainly worked all together.

Oriol Martin Corella

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The other component of the group is Oriol Martin, he took care about configuration screen, console, camera movement, serialization, memory leaks, guizmo, viewports and audio integration. We mainly worked all together.

Main Core Sub-Systems

Camera Controls

While right-clicking:

Game Objects

Inspector

The user should can use the inspector to modify a GameObject:

Components

Various components available:

Drag & Drop

Simplify asset management through Drag & Drop:

Mouse Picking

Select objects by clicking in the scene.

Frustrum Culling

Shows only visible objects in the camera field of view.

Guizmo

Transform object position, rotation, and scale using Guizmo. Note: Be cautious with parent transforms.

Serialization

We have 2 different json files: 1.Configuration Engine Json Save/Load:

2.Scene Module Serialization Save:

Audio Engine and Wwise

Windows

Configuration

Fine-tune settings for development and user experience:

Rendering

Control rendering options:

Input

Objects

Create and manipulate objects:

Console

Central location for logs and messages.

Viewports

Visualize Scene and Game Windows with Play, Pause, and Stop functionality.

Audio sub-system

We had to implement the Audio core subsystem using WWise. It was useful for learning how Wwise SDK works.

Two background music that could blend between each other in a loop:

We did this by basically controlling both the music options in WWise. WWise has many functionalities, including one that lets you create playlist for your sounds, so it’s as easy as creating a sequence and telling Wwise how to play them and in which order. When you do this, as soon as you play the music in the engine, the functions from Wwise have the information on how to play them and in which order.

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Spatial audio

Be able to listen the sound effects/music depending on the listener´s position. This is also done easily by the WWise SDK, but you have to do some code aswell. In the WWise application, you have to go to the “Positioning” tab and check the 3D Spatialization aswell as the Attenuation. With this options, WWise generates the soundbanks ready for 3D audio. But this is not it, you have to go to the source code and implement a position and orientation for the listener, so WWise knows how to calculate the distance. We did this with a simple function that asks for 2 parameters: the ID from the gameobject and it´s position. Once you call the function correctly, WWise will register the gameobject’s position and will know how to treat it.

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Extra funcionalities

Video demo

This video demonstrates how the Audio System works, and the whole engine too.

SheeeeshEngine Video Demo

Download the release here:

Download

License

MIT License

Copyright (c) 2024 Oriol Martin Corella and Xiao Shan Costajussa Bellver

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the “Software”), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.