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.
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.
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.
While right-clicking:
The user should can use the inspector to modify a GameObject:
Various components available:
Simplify asset management through Drag & Drop:
Select objects by clicking in the scene.
Shows only visible objects in the camera field of view.
Transform object position, rotation, and scale using Guizmo. Note: Be cautious with parent transforms.
We have 2 different json files: 1.Configuration Engine Json Save/Load:
2.Scene Module Serialization Save:
Fine-tune settings for development and user experience:
Control rendering options:
Create and manipulate objects:
Central location for logs and messages.
Visualize Scene and Game Windows with Play, Pause, and Stop functionality.
We had to implement the Audio core subsystem using WWise. It was useful for learning how Wwise SDK works.
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.
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.
This video demonstrates how the Audio System works, and the whole engine too.
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.