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Features and TODOs

Hammer engine is a 3D game development tool, in development and research for five years by me (rewritten 4 times until now), It is written from scratch in C++ object-oriented code and currently supports windows platform.

The design is Multi-threaded and fully shader based, with support for wide range of hardware in mind, and in the new version it supports DX10 hardware and above (DX10.1, DX11). coming from a five year development research (from OpenGL, D3D8-fixed pipeline, and D3D9)

My new design strategy is KIS (Keep it Simple), by sticking to D3D and Windows platform , and at the same time being independent from libraries like D3DX, Math, Texture Loading or even Stl. Implementing strong foundation classes and libraries, and on the higher level implementing only the features I want !

v1.0.0 TODO list :

  • Entity Manager
  • 3dsmax Mesh Export Plugin
  • Resize / Multiview support
  • Program Console - done 2010.07.05
  • Bitmap fonts with unicode support - done 2010.06.01
  • 2D Canvas (Fonts, Shapes, Bitmaps, etc) - done 2010.06.22
  • DDS Texture Loading (D3D10-11 texture support) - done 2010.04.12
  • PAK file creation tool - done 2010.03.02
  • Custom Shader format Implementation - done 2010.04.06
  • Shader Compiler - done 2010.03.23
  • Multi-Threaded Job Management system - done 2010.06.15
  • Texturing Streaming - done 2010.06.22
  • Resource Manager - done 2010.04.21
  • Xml Parser/Writer - done 2010.03.16
  • Timers - done 2010.01.16
  • Memory Management and Leak Detection - done 2010.03.03
  • Compressed PAK files - done 2010.01.20
  • Math Library with SSE Support - done 2009.11.02
  • Basic file system - done 2010.01.05
  • stl-like classes - done 2009.12.02
  • Logging system and Error management - done 2010.01.02
  • hmrMesh Loading in Engine

 

(c) 2007-2009 Sepul